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SECRETS  &  MYSTERIES 


March  1988 
$2.95  U.S. 
$3.95  Conada 


sgazine  for  CoinrnI 


id  Commodore  Amiga  Users 


Word  Processors 
for  the  Amiga 

Software  Reviews 

64  &  128  Paperboy,  Mikie  i 

AMIGA  WordPerfect  Test  Drive  I 

...and  more  I 

Type-in  Programs^^ 

for  the  64,  -^ 

128  and  Amiga      rlSXi 


WbrdFferfect 


//nir(j/,i4f,f,t 


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03 


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Contents  of  Issue  #43 


Expedition  .Vmazon  Complete  role 
playing  game  from  PolanAare! 
Video  Poker  Hi-stakes  for  1-4  players. 
Sliding  Checkers  Frustrating  tile 
puzzle  program! 

Sector  Editor  Disk  hacker's  utility 
Darkhold  Fantasy  arcade   role- 
pla)'ing  game  with  great  graphics! 
Anna's  Gram  A  graphics  word  game, 
Prim  Shop    Images  New  shapes  for 
Broderbund's  popular  program. 
Plus  Loadstar  Challenge,  Compare,  ,vD 
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office  you  can  trade,  draft  or 
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Mindscape  sports  lead  the  standings. 


laiCAr  I    <Nt 


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THE  LOMGAWAITED  SEQUEL  SO  AWE-iriSPIRING 
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OUrSTRON  Us  all-new, 
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<<fe    \\  ^'»  » »* 


Cornmodore 

MAGAZINE 


MARCH  1988,    Mume  9.  Number  3 


FEATURES 


SECRETS  &  MYSTERIES  70 

Lonmar  productions  has  created  a  new  television  senes  called 
Secrets  &  Mysteries  about  unexplained  and  mysterious  events  of 
the  past.  Their  graphics  production  machine—  an  Amiga. 
by  Matthew  Leeds 


QUEST  FOR  ADVENTURE 

A  beginner's  look  at  computer  adventure  games  for  the 
Commodore  computer.  Included  are  instructions  on  how  to 
approach  a  computer  adventure,  the  categories  available  and 
some  helpful  hints  on  playing  games  in  each  category'. 
by  Russ  Ceccola 


74 


COVER  STORY 

DOING  IT  WRITE  66 

As  the  numoer  of  Amiga  word  processors  continues  to  increase,  it 
is  getting  more  difficult  for  Amiga  owners  to  decide  which  word 
processor  is  best  for  their  needs.  Here's  a  comparison  of  six  top 
word  processors:  WordPerfect,  Talker,  Scribble!,  ProWrite,  LPD 
Writer  and  Desl<top  VizaWrite. 
by  Gary  V.  Fields 


COVER  PHOTO:  Gene  Smith 

Software:  ProWrite  by  New  Horizons  Software 


DEPARTMENTS 

LETTERS 
NEWS 

TIPS  &  TRICKS 

Hints  for  Fun  and  Utility 

Compiled  by  Louis  F,  Sander 
Amiga  Tips  &  Tricks 

Compiled  by  Tim  Jones 

64  AND  128  SOFTWARE  REVIEWS 

Paperboy  by  Mark  Colone 

Maniac  Mansion  by  Russ  Ceccola 

Nord  &  Bert  by  Russ  Ceccola 

Video  Title  Shop  by  Gary  V.  Fields 

W\kie  by  Mark  Cotone 

Bank  Street  School  Filer  by  Jack  Emberly 

AMIGA  SOFTWARE  REVIEWS 

WordPerfect  Oy  Gary  V.  Fields 
Videoscape  3D  /)y  Bob  LindsUom 
Test  Drive  by  Jeffer)' Scotl  Hall 
Terrorpods  by  Gary  V.  Fields 
Garrison  by  Grahan]  Kinsey 

AMIGA  HARDWARE  REVIEWS 

Micron  Memory  Board  by  rim  Jones 

ADVENTURE  ROAD 

Three  New  Directions  for  Infocom  byShayAddams 


4 
8 

14 
16 


20 
22 

24 
28 
30 
34 


36 
38 
42 
44 
46 


48 


50 


TELECOMMUNICATIONS 

Inside  Q-Link  byRoben  W.  Baker 

GAME  PROGRAMS 

One  For  One  by  Jeff  Babuschak 

JIFFIES 

Easy  Keys  by  Steve  Goldsmith 

TECHNICAL  TIPS 

Code  64  and  1 28  by  Buck  Childress 
Connecting  Modems  Directly  by  Louis  F.  Sander 

128  USERS  ONLY 

Tax  Records  128  by  Gary  V.  Fields 

128  Mode;  Hugo  by  Mark  Jordan 

Mathematical  Art  Forms  in  BASIC  7.0  by  Ian  Mam 

COMPUTER  TUTOR 

Tech  Letters  by  Matthew  Lewis 
Ear  Trainer  by  Charles  W.  Kerr 

AMIGA  UPDATE 

Amiga  Public  Domain  by  Graham  Hmsey 
AmigaBASIC  Tutorial  by  Tim  Jones 

HOW  TO  ENTER  PROGRAMS 

MAGAZINE  ENTRY  PROGRAMS 

ADVERTISERS'  INDEX 


52 


56 


64 


78 
80 


82 
89 
93 


95 
97 


100 
102 

124 

126 

128 


COP^IMODORE  MA3AZINE     3 


LETTERS 

Tb  the  Editor: 

Unfortunately,  we  Commodore  Maga- 
zine subscribers  here  at  the  American 
Embassy  in  Lisbon,  Portugal  just  received 
our  November  issue  today,  in  late  Decem- 
ber. The  "1581  Disk  Drive"  reviewed  by 
Dan  Baker  caught  my  eye  right  away, 
particularly  because  I  recently  purchased 
one  to  use  with  my  128  and  1571. 

I've  no  doubt  that  the  writer  was  correct 
with  regard  to  the  12  software  packages 
he  listed  as  working  with  both  a  1541  or 
1571  as  device  8,  and  the  1581  as  device  9, 
but  he  left  out  another  excellent  word  pro- 
cessor Xetec's  Fontmaster  128. 

1  have  my  system  set  up  exactly  as  sug- 
gested and  merely  had  to  make  a  very  mi- 
nor change  in  one  oi Fontmaster  128's  two 
set-up  files.  As  with  the  other  programs 
listed,  no  special  version  is  needed. 

Additionally,  as  with  Paper  Clip  II  men- 
tioned in  the  article,  Fontmaster  128  is 
also  not  copy  protected  (it  also  uses  a  don- 
gle).  lb  copy  it  to  a  3.5-inch  disk,  you  don't 
have  to  use  the  Uni-Copy  program  which 
comes  with  the  1581— Fontmaster  128 
comes  with  an  excellent  copy  program 
right  on  the  master  disk. 

I  have  had  occasion  to  write  Xetec  re- 
garding questions  and/or  suggestions  re- 
garding Fontmaster  and  have  found  them 
to  be  very  receptive  and  always  ready  to 
offer  whatever  assistance  I  require.  In 
these  days  of  complaints  regarding  soft- 
ware publishers,  I  can  say  without  hesita- 
tion that  Xetec  keeps  the  customer's  satis- 
faction paramount,  long  after  the  sale. 

I  think  they  make  a  ftne  product  and 
wanted  to  share  some  thoughts  with  you 
on  Fontmaster  128. 
Sincerely, 
Robert  Arceneaux 
American  Embassy 
Lisbon,  Portugal 

Editor's  Response:  Look  for  a  complete  re- 
view of  Fontmaster  128  in  next  month's 
Commodore  Magazine. 

Tb  the  Editor: 

Shay  Addams'  "Adventure  Road"  col- 
imin  in  the  January  1988  issue,  states 
that  in  Alternate  Reality:  The  Dungeon 
there  were  six  guilds  and  that  the  plaj'er 
could  store  weapons  and  loot  in  a  guild 
locker.  Actually,  there  are  eight  guilds, 
and  you  cannot  store  weapons  in  a  guild 
locker.  Six  of  the  guilds  have  correspond- 
ing locations  in  The  City.  1\vo  guilds  are 
new  and  exist  only  in  The  Dungeon.  Only 
gold,  silver,  jewels,  food,  water,  compasses, 
etc.  can  be  stored  in  a  guild  locker  No 


weapons.  Unless,  of  course,  you  count 
torches,  which  technically  could  be  consid- 
ered a  weapon. 

The  reason  I  know  this  is  because  I  re- 
cently won  the  "Awesome  Alternate  Reali- 
ty Character"  contest  for  TIw  Dungeon 
sponsored  by  Datasoft.  I  won  for  ha\ing 
the  most  "evil"  character  and  best  stats, 
quests  solved,  etc. 

I  just  thought  I  would  drop  you  a  line.  I 
really  enjoy  Commodore  Magazine.  Keep 
up  the  great  work! 
Sincere/); 
JeffTowich 
Whitehall,  PA 

Tb  the  Editor: 

I  am  a  serious  programmer  and  the 
proud  owner  of  a  Commodore  128. 1  have 
owned  a  Commodore  computer  for  over 
nine  years  starting  with  their  inno\'ative 
PET  2001. 1  have  always  preferred  their 
programmer-oriented  operating  systems 
and  architecture,  and  I  really  love  pro- 
gramming my  128. 1  enjoy  access  to  the 
large  64  software  library.  However,  I  feel  a 
growing  yearn  to  expand  my  collection  of 
dedicated  128  and  CP/M  software  (par- 
ticularly a  128  assembler  package  or  per- 
haps a  Pascal  or  C  compiler).  Certainly 
my  dealers'  shelves  are  not  overflowing 
with  128  or  CP/M  software.  I  just  want  to 
get  the  most  out  of  my  investment,  but 
alas,  I  am  frustrated  by  a  lack  of  solid  sup- 
port. 1  went  out  to  my  favorite  local  book 
store  and  purchased  Commodore's  Pro- 
grammer's Reference  Guide,  and  I  am  very 
impressed  with  it.  It  is  a  truly  helpful,  in- 
formative, well-written  document,  and 
Conmiodore  deserves  praise  for  doing 
such  a  great  job  on  it.  But  you  know  what 
the  users  say . . .  "Keep  it  coming!"  Any  as- 
sistance you  can  provide  me  would  be 
greatly  appreciated. 
Sincerely, 

Michael  Lauderdale 
Richmond,  VA 

Editor's  Response:  While  they  may  not 
be  overflowing  from  your  dealer's  shelves, 
rest  assured  that  there  are  hundreds  of 
128-specific  titles  available.  Here  are 
some  sugg&itions  for  the  titles  you  are 
looking  for:  Power  Assembler  128  and 
Power  C  128  from  Spinnaker  (6171494- 
1200),  and  Super  C  128  and  Super  Pascal    i 
128  from  Abacus  (6161698-0330).  Unfortu- 
nately, very  few  CPIM  specific  titles  are 
being  released.  One  that  we  can  suggest  is 
Format  Executive  from  PowerSoft  (813/ 
794-8818)  which  can  format  CP/M  disks 
for  over  100  different  computers. 


Commodore 


M       A 


I       N 


Publisher 
Julie  Bauer 

Assistant  to  the  Publisher 
Amanda  K.  Wappes 


Managing  Editor 
Jim  Gracely 

Assistant  Editor 
Susan  R.  West 

Assistant  Tectinical  Editor 
Mike  Rivers 


Art  Director 
Gwenn  Knapp 

Assistant  Art  Director 
Wilson  Harp 

Production  Manager 
Jo-Ellen  Temple 


Circulation 
Kenneth  F.  Battista 

Advertising  Coordinator 
Rebecca  Cotton 


Advertising  Representatives 

SOUTHEAST,  SOUTHWESTAND  WEST  COAST 

Warren  Langer,  Spencer  0.  Smith 

Warren  Longer  Associates 

9320  NW  2nd  Street 

Coral  Springs,  PL  33071 

Advertising  Inquiries  Only 

305/753-4124 

MIDWEST,  NORTHEAST  AND  CANADA 

Pamela  Stockham 

700  River  Rood 

Fair  Haven,  NJ  07704 

201/741-5784 


Commodore  Magaiine,  Volume  9,  Number  3,  March 
19B8. 

Commodore  Magazine  is  published  monthly  by  Commo- 
dore Magazine  Inc.,  1200  Wilson  Drive,  West  Chester,  PA 
19380.  U.S.A.  U.S.  subscriber  rate  is  $35.40  per  year; 
Canadian  subscriber  rate  is  J45.40  per  year;  Overseas  sub- 
scriber rate  is  $65.00  per  year.  Questions  ccncerning  sub- 
scription stiould  be  directed  to  Commodore  Magazine  Sub- 
scription Department,  Box  651.  Holmes.  Pennsylvania 
19043.  Ptione  (800)  345-8112.  In  Pennsylvania  1800) 
662-2444.  Copyrigtit  ©  1987  by  Commodore  Magazine  Inc. 
Ail  rights  reseraed. 

CBM,  PET,  VIC  20,  and  Commodore  64  are  registered 
trademarks  of  Commodore  Electronics  Ltd.  Super  PET  and 
Commodore  128  are  trademarks  of  Commodore  Electronics 
Ltd.  Amiga*  is  a  registered  trademark  of  Commodore-Amiga. 

ABC  Memberstiip  applied  for. 


4    f(/lARCH  1988 


mmes' 


NOW   PLAYING  AT  A  SOFTWARE   DEALER   NEAR   YOU 

Available  lor  Amiga,  Commodore  64.  IBM  PC,  Apple  llgs,  and  Atari  ST,  which  are  trademarks  respeciively 
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Cinemaware  Corporation,  4165  Thousand  Oaks  Blvd.,  Westlake  Village,  CA  91362 


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1571  DISK  DRIVE 

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C128  W/1571  &  1084  Monitor 

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CI 28  w/1571  &  Thomson  4120 .. 

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1541C  DISK  DRIVE $169.95 

1802C  MONITOR $189.00 

54C  W/1541C  Drive $323.00 

64CW/FSD.2  Drive $299.00 

1802C  with  either  package $184.00 


1 1 28  K  Memory 

I  Built  In  1571  Disk  Drive 

I  Detatchabia  Keyboard 


128D  w/1084  Monitor. $699.00 

128D  w/Thomson  4120 $659.00 


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Leader  Board $24.95 

Leader  Board  Toum.  Disit  $16.95 
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*41h&  Inches $22,95 

Hard  Ball $22.95 

Killed  Until  Dead $CALL 

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ACTIONSOFT 

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ACTIVISION 

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Qamemaker  Sdfr  Ubray  ..$15.95 

Gamsmaker  Spols  Lib $15.95 

Ijany  KitctietJ's  Gm'raakr  .,$24.95 
'  Gamemaker  Package 

wm  all  Librarys, $39.95 

'  Maniac  Mansion $29.95 

•  Music  Studio $27.95 

Stianohai $26.95 

■  TranBtarTTiers $22.95 

ARTWORX 

•NBA $29.95 

BRODERBUND 

Lode  Runner. $24,95 

MoeWus $29.95 

Supeiblke  Ctiallenge $CALL 

UlNmalV $39.95 

OltimaV $39.95 

CINEMAWARE 

SDt $CALL 

Defender  ol  t)ie  Crown $22.95 

King  ot  Ctiicago $24.95 

COSMl 

DefCon  5 $17.95 

DATA  EAST 

CommafflJo $17.95 

Karate  Champ ,  $24.95 

KidNIki,. $19.95 

Speed  Buggy $19.95 

DATASOFT 

'  All  Reailty/OunBSon $24,95 

•  Bismarti $24-95 

•Oat*  Lord $19.95 

•Fonse? $19.95 

•  Ttieslre  Europe $27.95 

•TobruK $27.95 

•Tomatiawk $2*.95 

•  Wdflo  Title  Sriop $25,95 

*  NEWTTTLESn 

r 

tCl 


ELECTRONIC  ARTS' 

•  Amnesia $27.95 

ArctkjFox $24.95 

Band's  Tale $32.95 

Bard's  Tale  II $29.95 

Carriers  at  War $37.95 

Chessmaster  2000 $26.95 

Dan  Dare  ...  ,- , $16,95 

Demon  Slallters $CALL 

'  Dragon  Slayer $19.95 

•  Dungeon  Runners $19.95 

•  EOSfEanti  omit  Slalionl  $19.95 

•  Instar!  fAisic $24,95 

'  Legacy  ot  ttie  Ancients  ,„$1 9,95 

MarlMs  Madness K3,9S 

Murder  Party $25,95 

•  Outrageous  Pages $39,95 

•  Patten  vs  Romnwl $29.95 

PHMPegasua $24.95 

Pinball  ConBtruclion  Set $9.95 

•  State  or  Die $24,95 

■SlsyFoill $24,95 

Starileet  I $29,95 

•  Strike  Fleet $29.95 

World  Tour  Qolt $27.95 

•  Yeager  AFT $24,95 

EPfX 

500  XJ  Joystick $14,95 

'  California  Games $24,95 

Ctiampionshtp  WrestCng  ,,$27,95 
Create  a  Calendar $19.95 

•  Deysiroyer $24.95 

MoviB  Monster $16,95 

'  Street  Sports  Bssetiall  .,.$29.95 

•  Street  Sports  Basketball  $29.95 

Sub  Battle $24.95 

Summer  Games $16.95 

Summer  Games  II $26.95 

Super  Cydo $14.95 

Wfinlor  Games $24,95 

World  Games $29,95 

World's  Greatest  Baseball  $24,95 
World's  Greatest  Football  ,$28,95 
FIREBIRD 

Elite $22.95 

■  GuikI  of  Tfiieves $24.95 

■  Knight  ORC $29,95 

Pawn $24.95 

Star  Glider $24.95 

•  The  Sentry $27.95 

Championship  Baseball. ...527.95 

Championship  Football $27.95 

GBA  Basketball  2  on  2 $24.95 

•Top  Fuel  Eliminator $19  95 


INFOCOM 

•  Beyond  Zort< $34,95 

Hitchhiker's  Guide $22.95 

Leather  Goddess $24.95 

Wishbringer $25.95 

IHVISICLUE  BOOKS  FOR 
ANY  INFOCOM  GAME. $6.95 

LANCE  HAFNER  rorii,.  i»« 

in  ipartj  vtntcfy  ■lmu1«lion 

3  in  1  Football $29.95 

Basketball.  Ihe  Pra  Game  $29.95 
Final  Four  Basketball $29.95, 

•  Full  Count  Baseball $2995 

yVflCttO  PROSE 

•  Airtxjme  Rangers $24.95 

F-IS  Strike  Eagle $21.95 

Gunship $22.95 

Kennedy  Approacti $17.95 

NATO  Commander $24.95 

Piraiae $24.95 

Silent  Service $24.95 

Solo  Flight $24,95 

■  Stealth  Fishter $29,95 

MINDSCAPE 

Fist $19,95 

•  Gauntlet ...,$29,95 

Indiana  J9ns$ $22,95 

•  Indoor  Sports $24,95 

InfillratOf  II $21,95 

"Paperboy $24.95 

Perfect  ScoreiSAT  prep  ...$49.95 

•  Superstar  Hockey $24.95 

Ucfii  Mata $19.95 

Uridium $26.95 

Call  (or  prlea*  on 

ottwr  MINDSCAPE  productil 


64C  BUSINESS  AND  PRODUCTIVITY 


64C  DATABASES 

Bank  Street  Filer $34.95 

Consultant $39,95 

Data  Manager $19.95 

Profile  64 $36.95 

640  INTEGRATED  PKGS 

Homepalt $39.95 

Viiastar64  4K $39.95 

640  SPREADSHEETS 
Svriftcak:  64  w/sideways  ...$39.95 

Sideways $19.95 

640  WORD  PROCESSORS 

Bank  Sire et  Wfitor $32.95 

Font  Master  II $34.95 

FomMa3lBr64 $34.95 

Paperclip  w/spallpack $49,95 

Paperclip  III $39,95 


MISC  GAMES 

Championship  Bowno $17,95 

Hobbitt $24,95 

International  Hociwy $18,95 

SIMON  &  SHUSTER 
Star  Trek-KobayaslJi  Alt,  ,,$29,95 
Star  Trek  Promelhian  Adv  $29,95 

Typing  Tutor  III $29,95^ 

SPECTRUM  HOLOBYTE 

■  Falcon $22,95 

■GATO $19,95 

•  Intngue $22,95 

•  PT  109 $27,95 

•  Soko  Ban $17,95 

SOFTWARE  SIMULATIONS 

Football $24.95 

Pure  Stat  Baseball $29.95 

Pure  Stat  College  BB $32.95 

SSI 

•  B-24 $24.95 

•  Eternal  Dagger $27.95 

•  Phaniasie  I,  II,  HI  (each). .$24.95 

•  Realms  of  Darkness $27.95 

•  Rings  of  Zitfin $24.95 

'  Roadwar  Europe $29.95 

•  Shard  of  Spring $24.95 

•  Wargame  Const  Set $22.95 

•  Wrath  of  Nicadomus $27.95 

•  Wizards  Crown $24.95 

esyiliiLOGlC 

Flight  Simulator  II $32.95 

FS  II  Scenery  disks SCALL 

Jet $29.95 

TIMEWORKS 

•  Desktop  PubSsher $39.95 

UNISON  WORLD 

"  Printmaslar  Plus $29.95 

Pocket  Whter  Dictionary  -,.$12,95 

Wordpro3+/64 $14,95 

Word  Writer  64  w/speKer  ,,$34,95 
FINANCIAL  &  ACCT. 
Tlmewortis  Elear,  Chkbk  ..$19.95 

nmewortfs  Money  Mgr $19.95 

CMS  Acci  Pkg/64 $119.95 

MISC.  HARDWARE 
Esles  pwr  supply  tor  C-64. $54.95 
Naverone  3  Slot  eiipander  $27.95 
UTILITIES 

Thinking  Cap  $32.95 

Toy  Shop  $42.95 

CSM  1541  align $34.95 

Fast  Load .., S24.95 

Bobs  Term  Pro  S32.95 


COMMODORE  198 

SOFTWARE 

WORDPROCESSOR 

Fleet  System  4 ise.as 

Font  Master  1 28 . 

Paperclip  II 

Paperclip  111 

Superscript  128.. 
Term  Paper  Writs 

Vizawrila  128 

WordPro  1 28  . 

-..$44.95 

$54.95 

-...$39.95 

$59.95 

r $34.95 

$CALL 

$50.05 

Wofdwritef  1 28  w^spell..  $49.95 

SPREADSHEETS 

SwJttcalc  128  .jM«.r>  ....$49.95 

DATA  BASES 

Consultant $39.95 

Data  Manager  123 $CALL 

Fleet  Filer _...$M.85 

Parted  Rlor ...... . ,-  -     *40  o^ 

Prolile  128 

$59.95   1 

Supertjase  1 2B .... 

IfUO^    1 

MISC.  128  SOFTWARE 

Accountant  Inc _....$69.9S 

Bobs  Term  Pro  128 $47.95 

CMS  Aod  Pkg/12(l $124.95 

Desk  Manager  128 $34.95 

Mach  128 $39  95 

Partner  128  ...._ $54.95 

Personal  Acct.  12a $34.95 

SyMa  Porter's  Personal 

Finance  Planner $54.95 

Vtiastar  128 ...$CALL 

Abacus 


Call  lol  price  orrtllbocAj  jntf  joffwmilrtoj 


Certificate  Maker $32,95 

Clip  Art  Vol  1  Of  2 $CALL 

Desklop  Publisher $39,95 

GEO  Pubtish $44.95 

Graphics  Library  l.ll.or  III  ..$16.95 

Newsroom $34.95 

Outrageous  Pages .,,,$39,95 

Print  Shop $25,95 

Prin1maS!»rPlus,, $32,95 


TM^SEM  COMPUTER  PRODUCTS 


P.O.BOX  1006,  STATE  COLLEGE,  PA  16804 


tCp  SHIPS  IT 


coMMODom 

500 

$CALL 


51 2K  RAM  Upgrad*. $159.00 

1010  EXT  DRIVE $219.00 

1660  MODEM $139.00 

AS0Qw/10S4hlonltor 

.$789.00 

A500w/10B4Monttor 

&  1010  Drive. $999.00 


AMIGA  SOFTWARE 

PRODUCTVITY 

Deluxe  Musk;  ConsI  Set 

..17995 

Deluxe  Paint  M .... 

..$9995 

Deluxe  Piinl  II 

..$5995 

Deluxe  Video  1.2 

..$99,95 

$18900 

Looistix 

...$89  00 

Superbase $89,00 

Vizawrrte  - $89.00 

WordPertea $CALL 


ENTEnTAMMENT  Hi^^^^ 

Autoduel $34.95 

Balance  of  Power $29.95 

Bams  Tale $39.95 

Beyond  Zorii- S37.95 

Chessmasier  2000 $34.95 

Defender  o(  the  Crovm. $29,95 

DejaVu $29,95 

Eail  Weaver  Baseball $39.95 

Ferrari  Formula  One $39.95 

Hiohi  Slmulatof  II $39.95 


Hafley  Projaet $29.95 

Hot-Cold  Jazz $24,95 

Leisure  Suit  Larry..., $44,95 

Uiitie  Madness $34.95 

Raaer $27.95 

S.D-1 $29.95 

Silent  Servies $29.95 

Snbad $29.95 

StartlsBt - .,.,$32.95 

UniviiaO $29.95 


PRINTERS 


. 

^ 

^ 

SUPER  QRAPHIX  JR 

■ta^r  l.rv'u           r^ 

Printer  Interlace  

...$39-95 

m 

SUPER  GRAPHIX 

■       '       t\ 

Interface  w/3K, butter 

■ 

dcwn  badable  tonts .. 

...$59.95  1 

^^l^^^^H^^B    & 

Super  Graphix  Gold. 

...$99.95 

^^^^^^fe^ 

Software  orders  over  $50.00  &  Acces- 
sories/Peripherals under  8  pounds  will 
be  shipped  FEDERAL  EXPRESS(Y.«.v.n 

at  thiu  pf  ic«»)  You  only  pay  TCP's  standard  shipping  charge 
at  $4.00  per  order.  Ord«rm  arriving  btfor*  1 :00  PM  our  tim* 
will  b*  (hlppvclout  uina  day.  If  part  ol  your  order  is  back- 
ordered  the  remainder  will  be  shipped  UPS  Ground  tor  FREE! 

SECURITY 

■  Your  Credit  Card  is  not  charged  until  your 
order  Is  shipped. 

■  We  insure  your  order  at  no  extra  cost  to  you. 

■  Tussey  is  a  financially  strong  and  well 
established  company. 


B 


PRINTER  PACKAGES 

ALL  PRINTERS  iWTERFACE  WITH  64C  or  C128 


NP-10  ft  XETEC  Suptrgraphix  Jr  .„ $169.00 

NX-1000  &  XETEC  Suptrgraphfx  Jr  „....$CALL 
NX-1000  &  XETEC  Supcrflraphlx $CALL 

Panasonic 

1080IU  ft  XETEC  Supargriphlx  Jr $189.00 

1 0eom  &  XETEC  Supargraphlx  $1 99.00 

1090in  ft  XETEC  Supargraphlx  $219.00 


RGB/COMPOSITE  COLOR  MONITORS  FOR  THE  128 

COMMODORE   1084 

640  X  400  Resolulion 

'.°^.?.'::?."°.'!!:....  $259.00 

MAGNAVOX  8562 

640  I  240  Resolution. 

THOMSON  4120 

5&0  X  240  ResoEution 

4  Modes  ^  vr  warranty    ^        ^  ^^ 

$219.00 

All  3  monitors  inctuda  cabias  to  CcmmodOra  128 


OKPATAJS 


$229 


■  Built  In  COMMODORE* 
and  EPSON*lnJ»rtiw 

■  180  CPS  Print  Speed 
Call  For  Other  OkidiU  Printora 


Panasonic. 

Office  AuiomaticKijr^m 
2  yr  warranty 

lOSOin $159.00 

1091  in. $189.00 

1092iir. $299.00 

NP-10.... $137.95 

NX-1000 $CALL 

NX1000C FOR 

:NX-1000R PRICING 

(Rainbow  Color  Pr1r\ter) 

Cill  for  let««t  price  on 
t  ND-10       ND-15 

F  NB  SERIES 

SEZKOSHA 

2  yr  warranty 

SP-180VC.... $139.00 
SP-1 000  VC $149.00 

SP-1200  A!  ...$169.00 

lEOcps,  NLQMode 

#CITIZE1V 

120D.. $159.00 

MSP-10 $279.00 

,MSP-15E $379.00 

[Premier  35 $459.00 

^Tribute  224. $CALL 

TELEX:  620  37782  (TUSSEY  UD)     FAX:  814-237-4450 

Regular  Hrs:  8:00AM'10:00PM  Mon-Frl,  10:OOAM-6:00PM  Sat,  12:00PM-8:00PM  EST 


CALL  TOLL  FREE  1  ■800-468-9044 


INSIDE  PA  CALL  814-234-2236  01/88 


CUSTOMER  SUPPORT 

■  After  sales  support. 

■  Knowledgeable  staff,  all  graduates  ol 
Tussay's  'Computer  Boot  Camp". 

■  Our  advanced  warehouse/materials 
handling  system  assures  your  order  is 
shipped  out  accurately  &  on  time. 

■  Our  IBM  5360  allows  instant  order  and  inventory  status. 

To  order  lay  mail:  We  accept  money  order,  certified  che<A,  personal  cfiec^. 
Allow  2  we^^  for  p«rsor\al  a  compaRy  cttec)(s  to  ciearStiippina:  S4  00  ^or 
sotlware  and  accessories/  J1 0  00  lor  pnniers  and  «lor  monlorV  $8, 00  tor 
tUsk  dnves  and  other  monitors/  A^  SJ.OO  per  tnx  stripped  COD.  Call  tor 
flitter  stiipprra  ctiarges  Additional  sfiippin^  required  on  APO.  FPO.  AK.  Hi 
Termj:  ALL  PRICES  REFLECT 
CASH  DISCOUNT.  ADD  1.9% 
FOn  MASTERCARD  Ofl  VISA. 

Alt  products  indude  lactoiv  warranty. 

ALL  SALES  AHE  FINAL [Jefeciivfl  items  replaced  or  repaired  at  our  dscre- 
Iron,  Pennsylvania  residents  add  6%  sales  tai  Pnces  and  terms  subiect  to 
oliange  wthout  notice. 


33  H 


CMS 


ACCOUNTING  SYSTEM 

Pltg.  Phce  lof  all  Modules: 

C1 28  veraton SI  Z4.es 

C»4  version $119.95 


nBerlteley 
Softworks 

NEW!!...  GEO  PUBLISH  (64/128) $44.95 


GE0S12S $44.95 

GeoCalc128 $47.S5 

Geo  File  128 $47.9S 

Geo  Program.. $49.95 

Deshpack  128 $44.95 

Geo  Writs  128 .$44.95 

Geo  Spelt $24.95 


GEOS $39.95 

Geo  Calc $34.95 

G«o  File $34.95 

Geodex $27.95 

Deskpack $22.95 

Fontpack $22.95 

Geo  Write $34.95 


C*COMMOOO«t 

1670 
MODEM 

$CALL 


O  COMMODORE 

1764 

256K  RAM 
EXPANSION 

$119 


1581 

3lrr  DISK  DRIVE 

$197 


'/////  Oigilol 
/////.  Solutions 
f////.\nt.. 


Pocket  Writer  2 $42.95 

Pocket  Filer  2 $39.95 

Pocket  Planner  2...$39.dS 
Digital  Superpak  ...$74.95 
Dictionary $12.95 


DISKS  ^H 

patl»xof1D       HH 
BONUS  DISKS   U-Ji 

SS/DD $6.45 

DS.UD J6.9S 

TUSSEY  DISK  CLOSEOUTSII! 

SS/OD M.49 

DS/00..... $4.99 

Cell  lor  Pita  gn  V>i«illin 
and  Mmll  DHilull 


gcp 


NEWS  •  NEWS  •  NEWS  •  NEWS  •  NEWS  •  NEWS  •  NEWS  •  NEWS 


The 
Accountant 

XuS  Software's  latest  offering 
for  the  Amiga  is  The 
Accountant,  wliich 
incorporates  Accounts 
Receivable,  Accounts  Payable,  a 
General  Ledger  and  Payroll 
fimctions  in  a  multitasking 
environment.  Upgrades 
scheduled  for  1988  release 
Include  compatible  Inventory 
Control  and  a  Cash  Register  & 
Inventory  system.  These  will  be 
made  available  to  registered 
owners  of  The  Accountant.  For 
more  information  contact:  KFS 
Software,  Inc.,  P.O.  Box  107,  I30I 
Seminole  Blvd.,  Suite  117,  Largo, 
FL  34649-0107. 

ProGEN 

It  rogressive  Peripherals  & 
Software  has  released  ProGEKT,  a 
broadcast-quality  Genlock  device 
for  the  Amiga  that  allows  users 
to  merge  graphics  with  an 
outside  video  source.  FroCrEN  is 
a  stand-alone  unit  which  retails 
for  S399,95,  For  more 
information  contact:  Progressive 
Peripherals  &  Software,  Inc.,  464 
Kalamath  St.,  Denver,  CO  80204. 
Or  caU:  (303)  825-4144. 

City  Desk 
Update 


IntroCAD 


Mi, 


.icroSearch  is  shipping  City 
Desk  version  1.1  for  the  Amiga. 
The  desktop  publishing  update 
accepts  31es  created  vrith 
Scribble!  aniWordPerfect  and 
includes  a  separate  clip  art  disk 
with  25  pictures.  The  upgrade  is 
free  of  charge  to  City  Desk  I.O 
users.  For  detaOs  contact: 
MicroSearch,  9896  Southwest 
Freeway,  Houston,  TX  77074. 
Phone:(713)988-2818. 


JT  rogressive  Peripherals  6?  Software's  IntroGAD  is  an  entry-level 
CAD  program  for  the  Amiga.  Designed  for  ease  of  use,  IntroCAD 
incorporates  many  standard  CAD  features  such  as:  circles,  boxes, 
arcs,  adjustable  text  size,  snap  to  grid,  and  pop-up  rulers.  Suggested 
retail  price  is  S79.95.  For  further  information  contact:  Progressive 
Peripherals  &  Software,  Inc.,  464  Kalamath  St.,  Denver,  CO  80204.  Or 
call:  (303)  825-4144. 


SupraDrive 


IJupra  Corporation  has  released  the  SupraDrive  hard  disk  system 
for  the  Amiga  500.  The  SupraDrive  system  includes:  hard  disk  drive, 
SCSI  expansion  port  and  MM  expansion  capability.  The  new  drives 
are  available  in  20, 30. 60  and  250MB  capacities,  and  retail  for  $995, 
S1195,  S1995  and  $3995,  respectively.  For  more  information 
contact:  Supra  Corporation,  1 133  Commercial  Way,  Albany,  OE 
97321.  Or  call:  (503)  967-9075. 


The  TVain  and  Power  at 


jfjuCC 


ocolade  has  released  two  new  WWII  combat  simulations  for  the 
Commodore  64.  In  The  Train:  Escape  to  ITormandly  the  player 
assumes  the  role  of  a  French  resistance  leader  who  must  seize  a 
train  containing  France's  greatest  art  treasures  and  guide  it  through 
enemy  lines  to  safety  at  Normandy. 

Power  at  Sea  is  based  on  the  Battle  of  Leyte  Gulf.  The  player  is 
captain  of  a  fleet  trying  to  infiltrate  and  secure  the  gulf,  which  is 
under  enemy  control.  The  mission  must  be  accomplished  in  96 
hours. 

The  Train  and  Power  at  Sea  retail  for  $29.95  each.  For  further 
information  contact:  Accolade,  Inc.,  20813  Stevens  Creek  Blvd., 
Cupertino,  CA  95014.  Phone:  (406)  446-5757. 


PIXmate 

1  regressive  Peripherals  & 
Software  has  introduced 
HXmate,  an  image 
enhancement  package  for  the 
Amiga.  PIXmate  performs  as 
many  as  3000  special  effects  on 
any  image  in  any  graphics  mode 
or  resolution  (including  HAM, 
overscan  and  Extra  Halfbrite 
modes).  The  program  features 
Hyper-Slice  Software  technology 
which  uses  the  Amiga  Blitter 
chip  to  accelerate  the  graphics 
processing  speed  by  a  factor  of 
ten.  PIXmate  retails  for  $69,95. 
For  details  contact:  Progressive 
Peripherals  &  Software,  Inc.,  464 
Kalamath  St.,  Denver,  CO  80204. 
Or  caD:  (303)  825-4144. 

Card 
Sharks 


Wh 


hile  you're  playing  Power  at 
Sea  watch  out  for  Carl  Sharks, 

also  new  from  Accolade.  This 
game  features  three  different 
styles  of  Poker,  as  well  as 
Blackjack  and  Hearts.  After 
choosing  a  game  the  player 
selects  from  opponents  such  as 
Reagan,  Gorbachev  or  Thatcher. 
Card  Sharks'  suggested  retaU 
price  is  S29.95.  For  demils 
contact:  Accolade,  Inc., 
20813  Stevens  Creek  Blvd., 
Cupertino,  CA  95014. 
Phone:  (408)  446-5737. 

Epyx 
Named 
Olympic 
Licensee 

i  he  U.S.  Olympic  Committee 
has  designated  Epyx,  Inc.  the 
official  licensee  of  the  1988  U.S. 
Olympic  Team  for  computer  and 

Continued  on  page  10 


8    MARCH  1968 


^Tl:'^^:i*"^~-I'-- 


TB^GUILD^'THIFVES 


iT3i[ftf 


reading  an  adventure 
and  living  one. 


Picture  the  most  exciting  text-only 

Adventure  in  your  software 

collection— WITH  PICTURES! 
GUILD  OF 
THIEVES  is  the 
long-awaited 
sequel  to  THE 
PAWN,  which 
came  sizzling 
^       onto  the  software 
scene  to  awards 
and  accolades. 
Both  are  available 
now  from  Firebird. 

These  stunning 
Adventures,  com- 
pletely different  from  any  game  you've 
ever  played,  seduce  the  sight  with 


their  breathtaking  illustrations  and 
engage  the  intellect  with  a  truly  revo- 
lutionary text-handling  system.  The 
most  sophisticated  parser  on  the  mar- 
ket lets  you  input  complicated 
sentences  and  interact  with  a  whole 
cast  of  fascinating  characters  in  the 
mythical  kingdom  of  Kerovnia.  ste^ 

GUILD  OF  THIEVES  and  PAWN.  Com- ' 
puter  Entertainment  Adventure  of  the 
Year,  come  to  you  from  Firebird,  pub- 
lishers of  world-famous  leading  edge 
games  under  the  Rainbird  label. 

You'll  find  the  Firebird  logo  on  other 
addictive  Adventures  too.  as  well  as  on 
absorbing  Strategies,  realistic  Simula- 
tions, and  fast-paced  action  Arcade 
games.  _.. 


Firebird  brings  the  best  in  entertain- 
ment software  to  those  who  enjoy  a 
whole  range  of  interactive  excitement. 
We'll  prove  to  you  that  you  don't  have 
to  keep  switching  brands  to  satisfy 
your  obsession  for  challenge! 


IPW 


"Hie  First  Full  Line  In  Soft\^■lU•e' 

Flrdiial  l.iLi.-iist\\\  liK. 
P.O.  lk>N  -(9.  HisTOcv.  Nl  tr-i-iG        I 


Available  for  C-64.  Amiga,  Atari  5E0ST,  Atari 
800/130,  Macintosh.  ISM  and  compatibles. 
^  A  ■textonly"  version  is  available  for  Apple  11 

computers  at  $39.95.  m 

Firebird .  and  the  Firebird  logo  are  registered  tradt- 

•  (S20ST  Graphics)         marks  of  Firebird  Licensees.  Inc. 


IBM  is  a  registered  trademark  of  International  Business  Machines  Corporation.  Amiga  and  Commodore  64  are  registered  trademarks  of  Commodore  Busintss 
Machines.  Inc.    Macintosh  and  Apple  II  are  registered  trademarks  of  Apple  Computer.  Inc.   S20ST  is  a  registered  trademark  of  Atari  Corporation,      b— 


NEWS  •  NEWS  •  NEWS  •  NEWS  *  NEWS  •  NEWS  •  NEWS  •  NEWS 


video  games.  "WMe  ttils  license 
has  obvious  and  proven  value  as 
an  umbrella  under  which  we  can 
merchandise  and  market  our 
products,  we  also  see  it  as  an 
opportunitj'  to  support  our  U.S. 
Olympic  Team,"  said  David  Morse, 
Epyx  chairman  and  CEO.  Epyx 
publishes  the  popular  Winter 
Games  and  Sommer  Qames 
series. 

Dragon's 


E 


lectronic  Arts  has  released 
Dragon's  Lair,  two  adventures 
on  one  disk  for  the  Commodore 
64.  In  both  stories  you  are  Dirk 
the  Daring,  In  the  first  story  you 
duel  Singe  the  Dragon,  who  has 
kidnapped  Princess  Daphne,  If 
you  rescue  the  princess  and  live 
to  fight  another  day,  you'll  be  up 
against  a  10-foot  Lizard  King  in 
the  second  scenario.  Dragon's 
Lair  retails  for  S24.95.  For  more 
information  contact:  Electronic 
Arts,  1820  Gateway  Dr., 
San  Mateo,  CA  94404.  Phone: 
(415)571-7171. 

Mount 
Murdoch 


Kd 


idsview  Software,  Inc.,  has 
released  Mount  Murdoch,  a 

large-character  adventure  for 
kids  on  the  Commodore  64.  In 
Hoant  Murdocli  a  storm  forces 
you  to  seek  refuge  in  an  old 
building  full  of  treasures  and 
mysteries.  The  companion  disk 
which  is  included  allows  teachers 
and  parents  to  write  their  ovm 
adventures  in  quadruple- 
character  si^e.  Mount  Murdocli 
is  avaOable  for  S39.95  from 
Kidsview  Software.  Inc..  P.O.  Box 
98,  Warner,  1103278,  Or  call; 
(603)  927-4428, 


Sherlock:  Riddle  of  the 
Crown  Jewels 

JLnfocom's  latest  offering  of  interactive  fiction  is  Sherlock:  The 
Riddle  of  the  Crown  Jewels,  in  which  you  assume  the  role  of 
Watson,  Sherlock  Holmes'  ever-present  sidekick.  You  have  48  hours 
to  sort  through  a  series  of  clues  and  recover  the  crown  jewels  before 
the  Queen's  JubOee.  The  Commodore  64  version  retails  for  S34.95, 
The  Amiga  version  featuring  high-quality  sound  retails  for  £39.95. 
For  details  contact:  Infocom,  Inc.,  125  CambridgePark  Dr., 
Cambridge,  MA  02140.  Or  call:  (617)  492-6000. 


Demon 
Stalkers 

ill  lectronic  Arts  has  released  a 
3D  action  adventure  game  for  the 
Commodore  64.  Demon 
Stalkers:  The  Kaid  on 
Doomfane  combines  100  levels 
of  dungeon  mazes  and  a 
construction  set  for  making  your 
own.  The  one-  or  two-player  game 
retails  for  S29.95.  For  details 
contact:  Electronic  Arts,  1820 
Gateway  Dr.,  San  Mateo,  CA 
94404.  Phone:  (415)  571-7171. 

Outrageous 


El 


Skyfox  II 

Hi  lectronic  Arts  has  launched  Skjrfox  II:  The  Cygnus  Conflict,  a 

sequel  to  their  popular  Skyfox  air  combat  simulation,  which  fmds 
the  Skyfox  Warpfighter  in  outer  space.  Skyfox  II  is  a  single-player 
simulation  with  varying  levels  of  diEficulty  and  ten  challen|ing 
missions.  Suggested  retail  price  is  S29.95.  For  more  information 
contact:  Electronic  Arts,  1820  Gateway  Dr„  San  Mateo,  CA  94404. 
Phone:  (415)  571-7171. 

Spectrum  Electronic 
Network 

Dpectrum  Electronic  liTetwork,  an  "off-hne"  national  BBS  on  disk 

has  released  an  updated  4,04  operating  system,  which  supports  color 

text  display  and  E-MaU  editing  features.  Spectrum  is  a  multi-interest 

BBS  exclusively  for  Commodore  64/128  users  offering  over  20  SIGs,      TOrChbOai^r 

New  SIGs  include  "Online!"  for  telecomputing  fans;  "Art  Gallery,"  a 
forum  on.  64  graphics,  and  "Music  Studio."  A  GEOS  forum  is  also  in 
development.  The  network  has  also  expanded  its  Freeware  Library. 
Spectrum's  subscribers  pay  a  one-time  fee  of  SI  6.95  for  the  operating 
system  and  S6.00/month  for  which  they  receive  a  new  disk  each 
month.  For  more  information  contact:  Spectrum  Electronic  Network, 
P.O.  Box  4903,  Panorama  City,  CA  91412, 


lectronic  Arts'  Batteries 
Included  line  has  released 
Outrageous  Pages,  a  paint  and 
graphic  layout  program  for  the 
Commodore  64,  Outrageous 
Pages  is  designed  for  creating 
newsletters,  calendars, 
certificates,  signs,  flyers  and 
invitations.  The  program  offers 
50  different  fonts  and  a  library  of 
80  pieces  of  clip  art.  Suggested 
retail  price  is  S49.95. 

Electronic  Arts  is  also  offering 
an  "upgrade"  for  current  owners 
of  other  Commodore  graphics 
programs  (Prlntshop, 
Newsroom,  Create  a  Calendar, 
etc.).  Customers  whc  send  a 
check  for  S25  (plus  33  shipping 
and  handling)  along  with  the 
manual  cover  of  their  current 
program  before  April  1, 1988, 
will  receive  Outrageous  Pages. 
Orders  should  be  addressed  to 
Electronic  Arts,  Outrageous 
Pages  Upgrade  Offer,  P.O.  Box 
7530,  San  Mateo,  CA  94403. 


P 


ree  Spirit  Software  is  shipping 
Torchbearer  a  new  role-playing 
adventure  for  the  Commodore  64. 
The  player  must  explore  the 
island  of  Pastoria  in  search  of  the 


Coatlnued  on  pg.  12 


10    MARCH  1988 


"\bure  pond  scum,  McGibbits!" 


THE  AAAD  LEADER 


by  Chris  Gray 


Fly  vour  Olimo'"  OHX-1  Aimck  Choppor  to  throe  tolsllv  naw,  lotnlly 
chnllanglna  (ground  mliskini.  Can  yoii  hack  It,  Jolmnv  'Jimlto"  McGlblilur 


M  I  «  D  i  C  A  P  t 


L 


'^■L^fc^lMfc  9  r ^mm\^K•Ar^^w.mmm^^ 


Jtmbo  §|a6y  McGibbils 
is  back^m  Infiltrator  II  — 
whej^ou'll  find  two  of 
imottest  action  cate- 
,  iries:  combat  helicopter 
simulation  and  three 
new  niilitary  adventures. 


aiUUHiB^Kb 


«  o# 


!■#.■»■»  llll>,| 


Step  into  Jimbo 
rats  and  get  back  ii 

( action— where  ac 
(Sans  neutralizing  a 


ond  subtracting  one 


W  WAYS 


■^v;^.r^ 


Mod  Leader  from  this  old 
globe. 

Feeling  up  to  it, 

imbo?  Or  have  those 

^e  course  meals  and 

ncy  dolls  turned  your 
...ind  to  mush? 


UlNDSCAFE     iUC 


-I-  crcoti  i-600-^2l-^B*for  VISA  and  Mci'e'Coidt''^t>  V-ijMi'iii^xTyjbv  inotl.  v*nd  yo«f  ecfd  fH/mbei  nndvuptfotioirtbfe.chwti  or  mkmmtv  o»iim  io*  SJ'J  7S  (^IjjfA^  d  lo..  ..^, ^_  _  _  . 

o^KJ  Cm  &  Cl?ai  rfus  S3  tiO  hondtgho  Mwuivoim  Inc  PO  fox  Hfei!  N<»rthbtooli  11  ftOOhS  AH<>w3-i>vvBek5  fiM  deTivetv  Low>-eo  blArs  pott  C3oa/M.nch(np(*  Inc  Mirv*Ke|||p  r^  o  tiobencwk  ol  Mtndvmpo  I'k 


NEWS  •  NEWS-  NEWS  •  NEWS  •  NEWS  •  NEWS  •  NEWS  •  NEWS 


Continued  from  page  iO 

Torch  of  Truth,  hidden  years  ago 
by  an  evil  wizard.  Torchbeaxer 
is  available  for  S29.95  from:  Free 
Spirit  Software,  Inc.,  905  W. 
Hillgrove,  Suite  6,  La  Grange,  IL 
60525.  Phone:  (312)  352-7323. 

Paperclip  III 

illlectromc  Arts  has  released 
Paperclip  HI  for  the 

Commodore  64  through  their 
Batteries  Included  line.  The  latest 
update  for  the  popular  word 
processor  includes  unique 
features  such  as  Instant  Phrases, 
which  allows  the  user  to  assign 
commonJy-typed  words  and 
phrases  to  a  single  key;  Column 
Editing  permits  the  user  to  move, 
delete,  sort  and  add  columns  of 
tejct.  Suggested  retail  price  is 
J49.95.  For  further  detaUs 
contact:  Electronic  Arts.  1820 
Gateway  Dr.,  San  Mateo,  CA 
94404.  Or  call:  (415)  571-7171. 

Spiderbot 
and  Coil 
Cop 


E. 


I  pyx  has  added  two  titles  to  its 
growing  list  of  MAXX-ODT 
entertainment  products.  In 
Spiderbot  a  single  spider  droid 
remains  in  an  electronic  jungle 
teeming  with  robotic  insects.  The 
spider  droid  must  transform  into 
Spiderbot  and  save  the  jungle 
from  radioactive  repellant.  Coil 
Cop  patrols  a  toy  factory  where 
he  is  the  last  plaything  to  s'arvlve 
a  takeover  by  a  master  computer 
gone  haywire.  He  must  make  his 
way  through  the  factory 
collecting  pieces  of  the  bug- 
ridden  computer  program  which 
can  shut  dovm  the  operation. 
Each  game  retails  for  S24.95.  For 
more  information  contact:  Epyx, 
Inc.,  600  Galveston  Dr.,  P.O.  Box 
8020,  Redwood  City,  CA  94063.  Or 
caU:  (415)  369-2999. 


Modem  Prices  Fall 

Vommodore  has  reduced  the  suggested  retail  price  of  their  modems 
for  the  Commodore  64  and  128.  The  Commodore  1660  300-baud 
modem  now  retails  for  S49.95,  and  the  Commodore  1670  1200-baud 
has  been  reduced  to  S89.95.  Both  modems  are  direct  connect  and 
feature  auto  dial  and  auto  answer  capabOlties.  See  your  local 
Commodore  dealer  to  take  advantage  of  these  price  breaks. 


Short  Wave 
Listener 

1  he  Short  Wave  Listener 

(SWL)  cartridge  reviewed  in  the 
September  1987  issue  of 
Commodore  Magazine  is  now 
available  from  G  and  G 
Electronics.  SWL  translates 
Morse  code  and  radio  teletype 
signals  into  plain  language  and 
prints  them  on  your  screen. 
Formerly  from  Microlog,  the 
rights  to  SWL  have  been  sold  to 
G  and  G  Electronics,  8524  Dakota 
Dr.,  Gaithersburg,  MD  20877. 
(301)256-7373. 

MicroProse 
Moves 


Gamco 


Ga 


D. 


'ue  to  expansion,  MicroProse 
Software,  Inc.  has  recently  moved 
into  a  new  corporate  office  and 
warehouse  facility  at  180 
Lakefront  Dr.,  Hunt  Valley.  MD 
21030.  Company  president  BUI 
Stealey  explained  that  the 
company  has  more  than  doubled 
the  number  of  employees  at  its 
headquarters  in  the  past  year, 
necessitating  the  move  to  the 
36.000-square-feet  facility. 


amco  has  released  two  math 
programs  for  the  Commodore  64. 
Percent  provides  practice  in 
working  with  percentages. 
Students  are  taught  to  write  an 
equation,  select  the  correct 
operation,  and  enter  a  final 
answer.  Percent  Word 
Problems  gives  students  five 
word  problems  involving  the 
basic  concepts  learned  In 
Percent. 

In  addition.  Gamco  has 
released  Essential  Grammar 
and  Essential  Punctuation 
each  containing  over  300 
incorrect  sentences  for  students 
to  diagnose.  Each  program  retails 
for  $44.95.  For  more  information 
contact:  Gamco  Industries,  Inc., 
Box  191 1,  Big  Spring.  TX  79721. 
Phone:(915)267-6327. 

People/Link 
Expands 


xime 


lerican  Home  Network,  Inc. 
has  announced  the  addition  of 
several  new  services  to  its 


People/liak  network.  The  new 
services  include  on-line  Eihop 
ping  and  airline  reservation 
systems.  People/Link  has  also 
recently  lowered  Its  rate;;.  For 
details  contact:  American  Home 
Network.  Inc.,  350  N.  Clark,  Suite 
650,  Chicago,  IL  60610,  C'r  call: 
(312)670-2666. 

Studio 
Magic 

OunRize  Industries  has 
introduced  Studio  Magit;  special 
effects  and  MIDI  sequencing 
software  for  the  Amiga,  fitudio 
Haglc  includes  a  digital  sound 
editor.  In  addition  to  the  standard 
cut,  paste,  insert  and  overlay 
editing  tools,  the  program 
provides  14  advanced  efffcts  such 
as  eohos,  delays,  flanges,  comb 
filters  and  compression,  Studio 
Magic  retails  for  S99.95  For 
details  contact:  SunEize 
Industries,  3801  Old  College  Rd., 
Bryan,  TX  77801.  Or  call:  (409) 
846-1311. 

Wooden 
Ships  &  Iron 
Men 


/i-V 


.valon  HOl's  latest  simulation 
Wooden  Ships  &  Iron  Hen  re- 
creates the  battles  and 
campaigns  of  sailing  shris  in  the 
Revolutionary  and  Napoienonic 
eras.  Each  ship  is  described  in 
depth  including  the  number  and 
type  of  saHs,  huU  thickntiss  and 
the  quality  of  the  crew.  Eighteen 
nationalities  and  13  shif  types 
are  available  for  your  own 
designs.  For  farther  info:'mation 
contact:  The  Avalon  Hill  Game 
Company,  4517  Hartford  Rd., 
Baltimore,  MD  21214.  Or  call: 
(301)254-9200. 


12    MARCH  1988 


JUMP  OUT  OF  THE  PAGBS . . . 

And  Into  the  tteaitpounding  slmulallon. 


99^ 


!      ™^^£1,?L'      i  is  one  ofthe  most  dramatic 

and  (tetalled  stones  of  modem  warfare  ever  written 
Read  by  millions,  its  gripping  reaJtsm  has  tjecome 
ttie  halimark  of  author  Tom  Clancy  and  his  technical 
collaborator  Larry  Bond. 
Their  counterpart  (n  entertainment  software 
MicroProse  founder  Sid  Meier,  Is  the  world's  lead  ing 
creator,  designer  and  programmer  of  simulation 
„®°S:^3^re  "IS  award-winning  titles,  including  F-15 
STRIKE  EAGLE  and  SILENT  SERVICE,  have  sold 
more  than  two  million  copies  and  are  renowned  for 
their  authenticity  and  originality. 
Now  these  three  masters  have  com  bined  talents  to  brina 
.™'^v??f['*°''".^  :  ;rO;:i..f:|:.,.:  r  to  your  comput^ 
screen.  YOU  can  step  into  the  command  center  of  a 
tiuclear  attack  submarine  in  this  super  high-technoloqy 
srmulation  of  strategy  and  tactics.  But  unlike  the  book 
you  can  t  turn  the  pages  to  see  how  it  ends. 
You  have  to  live  It. 

■'  ''    i"'' ■■  ;  i  '^"..,  lor  Commodore  S4/128.  Coming  soon  for  other 
FKjpular  systems  Available  at  a  Valued  MicroProse  Retailer  |VMR|  near 

MC/VlSA  o°di^    "^^     ™' '"''"''  '^"'''  '^^  °'  *"'^  MicroProse  for 


180  iJkslTonI  Drive  •  Hunt  VallBy.  MO  21031  •  |301|  771-1151 


Compiled  by  Louis  I',  Sander 


This  month  we  feature  soiJie  time-proven  tips  for  increasing 
your  computer  knowledge,  plus  more  than  a  dozen  tricks  for 
commercial  software  of  the  non-amusement  variety.  As  always,  of 
course,  there  are  several  nifty  programs  for  you  to  try. 

If  you'd  like  to  share  your  own  tricks  with  our  readers,  write 
them  up  and  send  them  to: 

Louis  F.  Sander 
Post  Office  Box  101011 
Pittsburgh.  PA  15237 
We  pay  from  $10  to  $50  for  tricks  used  in  the  column. 

Resources  for  learning:  My  computer  knowledge  has  come  a 
long  way  since  I  bought  my  first  CommodorG  PET  in  1979. 
Here's  my  personal  advice  on  increasing  your  own  knowledge  of 
computers  and  computing. 

First,  remember  that  computer  knowledge  isn't  very  hard  to 
acquire.  There's  a  huge  amount  to  know,  but  none  of  the  pieces 
are  very  diiiicult.  Fortimately  for  us  all,  once  you  have  a  basic 
fiind  of  computer  knowledge,  the  rest  of  it  comes  rather  easily. 
Mostly,  it's  a  matter  of  how  much  time  you  put  into  learning  it. 

Second,  always  read  the  manual.  In  fact,  read  evei-jlhing  you 
can  get  your  hands  on.  Written  material  is  extremely  important 
in  learning  about  computers,  and  if  you  aren't  an  active  reader, 
you  won't  be  a  very  good  computerist.  The  ideal  combination  is 
practical  experience  on  the  keyboard  combined  with  voluminous 
and  widespread  reading. 

Computer-related  printed  material  comes  in  many  varieties, 
and  you  should  become  familiar  with  all  of  them.  Magazines  are 
vitally  important,  and  my  recommendation  is  to  subscribe  to 
Commodore  Magazine  and  browse  the  others  at  the  newsstand. 
When  your  browsing  uncovers  something  interesting,  buy  that 
issue  and  take  it  home.  If  you  follow  my  advice,  you'll  find  that 
your  subscription  gives  you  a  monthly  e.x-posure  to  new  informa- 
tion at  a  very  reasonable  price,  while  your  browsing  gives  you 
broad  exposure  to  the  field. 

Speaking  of  magazines,  it's  a  good  idea  to  keep  one  issue,  any 
issue,  right  beside  your  computer.  Go  through  it  eveiy  week  or 
so,  and  you'll  be  amazed  how  much  you  learn  each  time.  Sooner 
or  later,  you'll  understand  every  word  in  that  particular  issue, 
and  when  that  happens  you  can  consider  yourself  an  expert. 

Your  manual  is  another  type  of  computer- related  printed  ma- 
terial. Refer  to  it  often,  and  don't  be  afraid  to  write  in  it.  Use  a 
marker  to  highlight  the  important  parts,  and  use  a  pen  to  make 
notes  in  the  margins.  You'll  be  surprised  how  often  you  return  to 


them.  It's  also  a  good  idea  to  put  tabs  on  each  important  chapter 

A  Programmer's  Reference  Guide  or  similar  book  is  vit-il  if 
you  want  to  program.  It  contains  specific  descriptions  of  each 
command  and  its  variations.  Mine  is  tabbed  and  highligh:ed  to 
death,  with  plenty  of  notes  in  the  margins. 

But  if  you  want  to  learn  to  program,  the  Programmer's  Refer- 
ence Guide  is  not  the  book  to  read.  If  you  want  to  learn  to  pro- 
gram, get  a  book  that  teaches  people  to  program.  These  books 
are  available  at  any  book  store,  and  many  of  them  are  pn;tty 
good.  They  have  titles  like  Learning  to  Program  in  BASIC.  Look 
for  one  with  sample  programs  and  programming  assignments, 
because  when  you  work  them  out,  you  learn.  The  book  I  learned 
from  is  A  Bit  of  BASIC  by  Dwyer  and  Critchfield.  It  wasr 't  ori- 
ented toward  Commodore  BASIC,  but  it  did  the  trick  for  me. 

When  you're  reading  computer  material,  remember  that  ev- 
ery word  counts.  (It's  just  the  opposite  of  People  magazine  and 
the  like,  where  it's  perfectly  acceptable  to  skim).  Also  rem'^mber 
that  computer  books  are  organized  into  chapters,  subchapters 
and  so  forth.  Study  the  Tbble  of  Contents  until  you're  familiar 
with  the  general  organization  of  the  book,  then  dig  into  the 
chapters  that  interest  you.  Reread  each  section  until  you  under- 
stand it. 

The  third  way  to  increase  your  computer  knowledge  is  by 
finding  yourself  a  teacher.  There  are  plenty  of  schools  with  com- 
puter literacy  courses  these  days,  and  plenty  of  schools  with  pro- 
gramming courses.  If  you  stick  with  the  elementajy  or  non-cred- 
it courses,  you'll  find  them  rather  inexpensive. 

Tfeachers  are  also  found  in  user  groups,  where  they're  likely  to 
be  called  just  "friends."  Computer  friends  were  my  most  impor- 
tant resource  as  a  beginner;  without  them,  I'd  never  have  made 
it.  None  of  them  were  genuine  experts,  but  each  of  them  knew 
something  I  didn't.  And  every  time  they'd  teach  me  somei;hing, 
they'd  be  inspired  to  learn  something  else. 

So  that's  my  personal  advice  on  learning  about  computing; 
approach  the  matter  with  confidence,  read  and  reread  extimsive- 
ly,  and  find  yourself  a  teacher  and  a  friend. 
Louis  F.  Sander 
Pittsburgh,  PA 


64  rK)S  Wedge  precautions:  The  Wedge  is  very  convenient  for 
making  disk  access  easier,  but  its  use  extracts  a  time  penalty. 
Since  the  computer  is  constantly  checking  for  wedge  commands, 

Coiilinited  on  page  117 


14    MARCH  1988 


CompuServe. 

You  DoNT  Have  To  Know  How  It  Works 

Tl)  Appreciate  All  It  Can  Do. 


CompuServe  is  a  computer  information 
service.  You  subscribe  to  it.  In  return,  you  have 
access  to  an  incredible  amount  of  information, 
entertainment,  communications  and  services. 
Here  are  a  few  of  ttie  Iiundreds  of  tilings 
you  can  do. 

COMMUNICATE 

CB  Simulator  features  72  ctiannels 
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Compiled  by  Tim  Jones 


If  you  have  an  item  that  you  imuld  like  to  submit  for  use,  you 
can  send  it  to: 

Commodore  Amiga  Tips 
651  Outrider  Dr. 
DeltoncFL  32728 

MIDI  From  Deluxe  Music  Construction  Set:  When  loading  a 
new  score,  or  working  on  an  old  one  through  MIDI,  be  sui"e  to  re- 
nnove  all  internal  instruments  from  memor\'  before  establishing 
any  MIDI  channel(s)  (SOUND  window  then  REMOVE  IN- 
STRUMENT). With  512K,  any  internal  instruments  have 
a  tendency  to  crash  the  system  when  a  MIDI  channel  is  opened. 

You  can  hear  only  one  MIDI  channel  at  a  time,  therefore,  set 
up  only  one  channel  from  the  SOUND  window.  Use  this  channel 
for  playing  your  work.  Next,  select  MIDI  ACTIVE  and  MIDI  IN- 
PUT ENABLED.  Now.  under  the  MIDI  PRESET  requester,  se- 
lect one  external  sound  from  the  synthesizer  and  click  on  OK; 
move  the  flashing  I'ed  bar  to  the  staff  you  want  the  instmment 
assigned  to;  move  to  the  MEASURES  Window  and  select  SET 
INSTRUMENT.  Now,  you  just  alter  your  presets  as  desired,  se- 
lect OK  and  then  SET  INSTRUMENT  to  each  staff. 

The  Amiga  preset  range  is  fkim  0  to  127.  Since  some  synthe- 
sizers use  a  range  of  1  to  1 28,  you  may  need  to  adjust  your  preset 
number  so  that  the  preset  that  you  request  is  actually  what  you 
are  getting.  The  best  way  to  determine  if  this  is  necessary  is  to 
refer  to  the  manual  that  came  with  your  .synth. 

MIDI  ERRORl  from  the  synth  is  fatal  the  Amiga  will  profch 
ably  either  lock  up  or  reboot,  thus  destroying  any  work  you  have 
done.  You  can  avoid  this  by  establishing  the  synth  MIDI  chan- 
nel before  assigning  the  same  channel  in  DMCS.  The  synth 
must  also  report  MIDI  ON,  a  MIDI  OFF  status  may  cause  a 
similar  fatal  error. 

If  you  are  going  to  do  any  notational  editing,  fdynamics,  text 
insertions,  etc.  i  save  them  until  you  have  all  of  the  notes  correct. 
After  the  notes  are  right,  make  a  couple  of  saves  and  then  make 
your  edits.  When  working  with  large  compositions,  it's  best  to 
work  on  small  sections  and  resave  the  file  before  continuing. 

A  minor  quirk  exists  with  the  keyboard  shortcuts.  The  num- 
ber pad  vrill  give  you  note  values,  but  not  rests.  For  rests,  you 
must  use  the  lefl  SHIFT  and  the  typewriter  numbers. 

If  your  composition  requires  special  sounds  from  your  synth, 
such  as  wind,  DMCS  is  unable  to  play  them.  Instead,  you  will 
hear  a  pitched  note,  not  the  sound  effect.  Disappointing,  but 
DMCS  is  primarily  a  notational  progi'am. 
George  R.  Burnet 
Palm  Bay,  FL 

(Thanks  for  the  good  MIDI  info.  I  spent  many  hours  trying  In  fig- 
ure out  why  I  was  locking  up  when  opening  the  MIDI  channel  in 
DMCS,  and  your  statement  about  MIDI  ERROR  hit  home.  -  tajl 


Loading  SAMPLED  Sounri-s  WilhSoniv;  If  you  are  using  Sonix 
fh)m  Aegis  and  have  been  grtHjtcd  with  the  "Can't  Load  Insti-u- 
ment"  requester  when  trying  to  load  a  .sampled  sound  while 
loading  a  score,  there  i.s  a  simple  fix:  prior  to  loading  the  .score, 
load  any  sampled  sound  manually.  For  some  reason,  Soni.\-  has  a 
problem  loading  a  sampled  sound  fi^m  within  a  score,  ard  per- 
forming a  manual  load  straightens  out  a  pointer  or  hvo.  '?Yom 
then  on,  all  sounds  will  load  properly. 
Sam  Siragusa 
Orange  City,  FL 


.\mi(rdH.\SiC  Cut  and  Paste:  Ever  wish  that  the  AmigaBASIC 
editor  allowed  the  editing  of  multiple  source  files  to  make  cut- 
ting and  pasting  of  code  between  programs  easier?  While  you 
can  get  very  creative  v\'ith  MERGE  (i.e.,  MERGE  both  files  then 
delete  unwanted  lines  or  delete  lines  in  a  working  copy  oFone 
file,  save  the  remainder  as  a  new  file  then  MERGE  that  with 
your  other  file),  there  is  a  simpler  way. 

Load  the  file  containing  the  code  segment  that  you  wi'h  to 
add  to  the  new  file.  Now,  highlight  the  code  you  want  copied  and 
either  CUT  or  COPY  it  using  the  EDIT  fimctions.  Next,  :.ietum 
to  the  OUTPUT  window  and  tj^pe  NEW.  Load  the  .second  pn> 
gram,  position  the  cui-sor  where  you  want  the  code  to  be  added 
and  then  select  PASTE,  llie  code  segment  t  hat  you  CUT  or 
COPIED  from  the  old  progi'am  will  appear  at  the  appropriate 
place  in  your  new  program.  Tlie  key  here  is  that  a  NEW  com- 
mand does  not  clear  the  cut  and  paste  buffer,  so  you  can  move 
code  between  programs  very  easily  using  this  method. 

While  this  is  not  a  complete  answer  to  multiple  windoiv  edit- 
ing, it  do^  allow  more  flexibility  when  woi-king  with  AmigaBA- 
SIC's  built-in  editor. 
Earl  Davis 
Marion,  OH 

More  Mcmorj'  With  WorklK'nch:  Here's  a  way  to  get  a  hit  more 
memory  when  you  use  the  Workbench  to  access  your  prcgrams: 
By  dragging  the  ICON  of  your  program  out  of  its  window  and 
onto  the  actual  Workbench  and  then  closing  down  its  window, 
you  will  return  between  8K  and  32K  of  memorj'  that  we.s  lost 
with  the  window  open.  Dragging  the  ICON  onto  the  Workbench 
does  not  change  the  structure  of  your  disk  in  any  way,  n-jr  does 
it  copy  the  file  to  RAM:,  it  .simply  allows  you  to  close  the  window 
and  return  the  memory  that  the  window  was  using  for  iis  dis- 
play to  the  system  pool  for  your  application  to  use.  If  you  are  u.s- 
ing  a  512K  machine,  this  may  be  the  difference  between  some  of 
the  newer  programs  running  or  not  running. 
JeffStegal 
Anchorage,  AK  Cmtinmd on  pagi'  I2.<i 


16    MARCH  1988 


Make  Any  Computer  Do  Exactly  What  Vou  Want  With  McGrawHUVs 

Contemporary    " 


Programming4^ 
Softwa 


From  Writing  Your  Own  Programs  to 
Modifying  Existing  Software,  Here's  the  New, 
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of  Your  Computer 

Whether  you  use  computers  for  tjusiricss,  lor  personal 
applications,  or  (or  fun,  off-the-shelf  programs  will  never  do 
everything  you  want  them  to  do  for  you.  That's  liecause  they 
were  written  by  programmers  to  satisfy  what  I  hey  perceived 
as  the  needs  of  the  greatest  number  of  potential 
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specific  needs. 

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There  is  nothing  magical  about  it.  You  learn  the 
process  of  building  a  computer  program  ste|>by- 
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lime,  once  a  month.  Each  of  the  ten  modules  in  the  Series  takes 
you  through  an  important  step  in  llie  development  of  the 
structure  and  detailed  logic  of  a  program,  including  testing, 
debugging,  and  documentation. 

Unique  Interactive  Hands-On  Instruction 

Each  module  includes  an  casy-to-understand  guide  PLUS  a 
,5'/i"  floppy  disk  containing  typical  programs  and  interactive 
instruction  that  you  can  run  on  Commodore  ft-l  and  128  computers,  IBM 
PCs  and  PC  compatibles  for  hands-on  experience. 

In  the  first  Module,  for  example,  when  your  sample  program  (Declining 
Interest  Loans)  appears  on  your  screen,  you'll  find  errors  on  certain  pro- 
gram lines.  You'll  also  see  that  the  program  is  only  Ihree-ctiiarters  completed. 

Now  comes  the  fun  [virt.  You'll  discover 
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But  there's  more.  Special  graphics 
on  your  .screen  work  in  conjunc- 
tion with  the  accompanying  guide 
to  amplify,  illustrate,  and  deei)en 
your  understanding  of  .software 
design  principles. 


The  Crucial  95% — Learn  the  Foundation  of  Computer  Programming 

While  the  Series  Includes  inl('racli\'e  disks  that  run  on  .sjKx-ifit  computers,  everything 
you  learn  you  can  apply  to  any  Ian  guage  or  machine.  Wiy  is  t  h  is  possible?  Eiecause 
McGraw-piill  knows  programmin  g  is  far  more  than  ctxiing  a  program  Inlo  the  computer 
using  a  sjiecific  language,  f  n  the  real  world  of  computers,  i),i%  of  the  programming  pro 
cess  is  carried  out  using  design  techniques  that  are  independent  of  specific  language  or 
machine.  It  is  this  crucial  95%  that  you  thoroughly  understand  and  master  in  the  Series. 


Make  no  mistake.  AimosI  all  books  and  courses  on  "programming" 
teach  you  only  the  final  5%  of  the  total  programming  process- 
namely,  how  to  code  in  a  specific  language . . .  information  of  little 
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process  when  you  are  ready  to  code. 

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from  scratch,  even  modify  off-the-shelf  programs.  You'll  learn  enough 
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5%  of  the  programming  process. 

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The  sample  programs  you  work  with  throughout  the 
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disk,  you'll  have  the  start  of  your  own  personal  software 
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I  exactly  what  you  want 
it  to  do! 


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YOUR  OWN  ^ 
SOFTWARE 


^m 


II  someone  has  beaten  you  to  the  card,  write  to  us  for  order- 
ing information  about  the  Contemporary  Programming  and 
Software  Design  Series. 


McGraw-Hill 

Continuing  Education  Center 

3939  Wisconsin  Avenue 
Washington,  DC  20016 


SQENTISIS 


Time  passes.  Things 
get  old.  Let's  face  it,  even 
Willie  Mays  retired.  So 
there's  no  way  your  Com- 
modore can  compete  wtli 
a  newer  machine,  right? 

Wrong. 

The  fact  is  tliat  diere's 
actually  more  power  in  your 
Commodore  64  or  128  than 
when  you  bought  it.  All  you 
need  is  GEOS  or  GEOS 128 
to  find  it. 

GEOS  is  the  revolu- 
tionary operating  system 
that  works  your  haitlware 
up  to  seven  times  hai^der 
than  it's  ever  worked  before. 
Loading.  Processing. 
Accessing  information. 
All  at  the  mere  touch 


GEOPUBLISH 

iTTTTn  The  di'sktiip 
I^^U  [>iiihli<;hinf>  {)rti^nif)i 
Lh.^t  kiLs  yiM  dt'^ij^n  ft>rnuils. 
L'i)lurnn  wklths  ;ind  \an!L- 
la>i>u;i.s.  d^'ci-^Ms  any  jionWnii- 
li'xl  And  lunwrts  wm-liKOS 
k'Ki.  Wraps  tfxl  an>un<t 
l{r:)phii's  HtiUinintkiilly, 
Ik-adlmt-  fiint^  up  in  \\f2  pt. 
L'twiipleU-  KMphkji  UkiIIhw. 


6E0ULC 

Tfx  lil'inStmiipiiibU,.  tiiiiii 
Imt  iTiiiirhinH  s[)n-;idsln-i't 
fur  iMi  kih^  ami  .itwU/iiiji 
luinitTK;!!  (tUii,  CrfiiU'  yiur 
■tMTi  lutiiiuLis,  (K'rJiirin  t.ilruLs 
tMPJis  J(ir  .iiivi]i)n>;  iunn  >triu>lc 
^viiiiK'lry  III  "wh-tl  if't'isl 
pruji'tliiins. 


of  a  mouse  or  joystick. 
Time  Warps  Discovered 

With  GEOS,  every- 
diing  speeds  up.  Including 
you.  Because  die  system  is 
incredibly  fast  and  ridicu- 
lously easy  to  learn:  GEOS 
shows  you  options,  you 
point  at  what  you  want  and 
click  your  mouse. 

End  of  lesson. 

Now,  once  you  know 
diat,  you  know  how  every 
odier  GEOS  application 
works,  too.  Like  geo Write, 
which  lets  you  punch  up 
paragraphs  with  five 
different  fonts.  Or  geoPaint, 
which  dresses  up  diagi'ams 
widi  an  a'senal  of  aitistic 
appliances.  Bodi  are  built 


right  into  tlie  GEOS  disk. 
And  when  you  put  them 
together  with  geoV/rite 
Workshop's  LaserVi^riter 
compatibility,  every  new 
GEOS  document  comes  out 
looking  like  an  old  master. 

GEO  S 


GEOWRITE 
WORKSHOP 

rrrn]  .MiiiK-flEos- 

Itiiii  v«xnp:itihkMiM>Isa 
wntiT  iicid>,  in«.ludii5;::  nt-w 
Ut-itWriu-  'J-i  Willi  lK-^irit*rs. 
(imHit*,  timriim:s  to H"  and  (ea- 
lures  If  I  justify,  center,  seaR'h 
^nd  rt-piiitL'  It-xi,  Includes  a 
'tt'xt  t^rabbf  r  (for  utin^eTtins 
lext  fmrn  pn>Rnims  liike  l^apcr 
C'lipl.  AiviiMtTfR-  and  Laser- 
Wrik-r  priniiiii*  t.  aiubility. 


GEOFILE 

Thf  liKOStimipalibk-diita' 
base  maiLijiiT  Ihat  surbi,  i-dtts 
r<i»d  prKinliitfs  whak-vvr  diila 
\uu  ft't'dit.  Viiu  fill  nut  Ihi' 
"input  furnC  NjK-rifv  >tnir 
(■(Himund.  and  K*i"<>t''flf  tak-s 
II  Irtini  tlk-n-. 


GIOPROGRAMMER     GEOSPELL 


I'll"]  A  rnii;r,it:uikT> 
Li  iii  (jic.im  for  Mntmi; 
yiiiii  KiAii  pn>i^r.iins*ir  ^upvt- 
iJi.iTK">k:  I'liTmin'  cIm-'s.  With 
t';ii>v  M't  iiiii»!  Ijhiii^Iiiii* 
ft-atiiri-s  hkc  j^Mphks  ihat 
iiiMit  In  ■^iiiiiiK  I  nllLiinJiiid 
|KiNtiii^;(Iir!-!  tl\  trnni  ^^-uPaint. 
CiMiU'S  <Aiih  ):i'ii.\ssi'TiiliIi.'r. 
>;<-ii!,mk  arKi  >;t>>IK'buKKer  for 
nR>diilar  asbt-iTibly  and  tL'Mlng. 


cna; 


I  Ovt-r28.iHXiwitrd 
(iJlii'iuiairy  fur 
i-jMtkmj;  ^iH-llmt:;,  Ix-ls  yuuadd 
wirds.  s'VJtih  dittionarit's, 
iflU,  ^md autnnLiiiially  s^^muIi 
and  rfpbi.c,  Cu^I^llnl?vand 
LTt'aic  hMf-  up  u>  1H  pL  with 
fifoEninl. 


Avoid  Old  Age  Forever! 

But  how  does  all  this 
affect  your  Commodore's 
future?  Well,  it  means  you 
don't  ever  have  to  worry 
about  it  becoming  obsolete, 
because  there  are  all  kinds 

GEOS128 

ORAPHIC  ENVIRONMENT  OPEEl.^"nNC  ?V5TE^^ 


TOE  NCT'  QPERATI^JG  SYSTEM  STANPARP 
FOR  THE  COMMODORE  \1S  COMPlfTER. 


Tla>itlHM*^n..dinf 


128  version  features  128V,  memory,  tull  80colunin  scret-it,  iujjfxjrti  157ll5ill 
di^ drives.  ]7-io  RAM  expsnson  and  runs  a:  3  lull  '2  M  Hi  lor  it^hmini;  ipctd. 


DESKPACK' 

f  *■ 


DESKPACK 

PffflTl  Six  GEOS-compatible 
^^JLiUI  applications:  (jraphics 
Grabber  fnr  impurimH  an  fnim 
Print  Shop,'-  Newsmom'"  and 
Print  Master"  graphics: 
Calendar:  [con  Editor  and  Black 
Jack  Ltealer.  Now  includes  ^ei> 
Dex,  \he  GEOS-compatibl<? 
direciory  thai  allQws  you  lu 
create  lists  by  name,  address, 
l^ione  number,  and  geoMerse 
tocu&tomhe  ftirmlcUtrsand 
litvilatEons.  ]neitl>er40  orHU 
col,  mode. 


fontpack: 

>jKU. 

FONTPACK  2 

^^^dj  mon-  fonts  for  usv 
with  (jEOS  applkMli<ins.  in 
various  shapt-s  and  si7t's  (or 
more  exprL'ssiw  ;inii  lti-iiIiw 
dtjcumffiis.  liitludiJi  ^iiii 
editor.  Imiikr  lllor^ 
ctdumn  mode. 


of  GEOS  applications  for  Of  course,  that's 

almost  every  purpose.  merely  a  sampling  of  what 

You  can  finally  get  the  GEOS  environment 

orgcinized  with  geoFile,  the  has  to  offer  Because  even 

database  tliat  searches,  finds  as  you  read  this,  legions 

and  lists  almost  anything  of  our  engineers  are  hard 

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any  kind  of  report.  And 
geoPublish  is  tlie  desktop 
publishing  program  that 
is  still  making  headlines 
throughout  the 
entire  industry. 


more  GEOS  applications  for 
even  more  uses. 

All  of  which  means  you 
get  a  whole  lot  more  out  of 
your  Commodore  than  you 
ever  bargained  for  And 
while  that  may  not  actually 
keep  your  Commodore  from 
getting  older,  that's  certainly 
something  it  could  live  v^th 


n--3      I     I  for  a  long,  long 

Berkeley  tme 
Softworks 


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and  Ki'iiKilf  lakes  it  fnjm  Ihca*. 
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cludes a  lext  (irabbcr  (for  con- 
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Paper  Clip),  HeoMerfjt'  and 
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Fealtjres  full  80  column  scrL-en. 


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SOFTWARE  REVIEWS' 


Reviewed  by  Ma'k  Cotone 


Paperboy 


Computer 

Commcxloi'e  {>1 

Publisher; 

Mindscajje,  Inc. 

3444  Dundee  Rd. 

Northbi-ook,  IL  G0062 

Medium: 

Disk 

Price: 

$34.95 

Oh,  the  thin^  we  take  for  granted; 
those  perceived  privileges  of  every- 
day life  that  stand  virtually  unnoticed  un- 
til they  are  suddenly  discontinued  or  dis- 
turbed. Ikke,  for  example,  the  delivery  of 
the  local  newspaper.  Each  day,  at  some 
prescribed  hour,  we  all  unthinkingly  go  to 
our  doorsteps  fiilly  expecting  to  find  our 
daily  edition  patiently  waiting  for  our  con- 
simiption.  It  becomes  an  integral  piut  of 
our  daily  routine. 

Yet,  do  we  ever  stop  to  consider  the  diffi- 
culties of  this  deUveiy  process,  all  of  the 
possible  problems  facing  our  news  carriers 
as  they  struggle  to  complete  their  appoint- 
ed rounds?  Probably  not;  that  is  until  now, 
of  course.  For  with  the  help  of  Mindscape's 
new  home  delivery  of  that  arcade  block- 
buster Paper6oy,  we  are  all  about  to  be- 
come duly  entertained  and  enlightened. 

At  first,  the  object  of  this  game  will  al- 
most appear  mundane.  You  are  asked  to 
climb  aboard  your  bicycle,  ride  down  the 
street  and  stulF  a  few  copies  of  the  Daily 
Sun  into  some  subscribers'  waiting  mail- 
boxes. It  will  seem  like  easy  money,  espe- 
cially with  the  simple-to-use  video  vehicle 
that's  been  provided.  The  joystick  acts  as 
both  the  handlebars  and  pedals  of  your 
standard  two-wheeler,  with  its  position 
used  to  determine  speed  and  direction.  A 
front-mounted  mesh  basket  keeps  folded 
editions  of  the  paper  within  easy  reach,  so 
when  you  spot  an  empty  Sun  box  along 
your  route,  a  mere  tap  on  the  fire  button 
will  send  a  paper  whirling  towards  its  des- 
tination. Controlling  this  machine  is  a 
snap,  and  with  one  trip  around  the  block 
you'll  feel  like  you've  been  riding  it  for 
years. 

The  play  field  is  a  marvelously  detailed, 
colorflii  3D  neighborhood  representation, 
packed  with  all  the  sights  to  be  found  in  a 
typical  suburban  setting.  The  houses  are 
of  the  one-  and  two-story  single  family  de- 
sign, with  manicured  lawns,  swept 
sidewalks  and  paved  streets  alive  with  the 
activities  of  a  busy  community.  Home 
owners  are  out  running  errands,  pets  frol- 
ic in  wide-open  yards,  children  are  pla>ing 
with  toys  and  county  workers  are  finish- 


Send  a  Si7/?  crashing  through  a  non-subscriber's 
window,  and  you'll  be  rewarded  with  a  generous 
supply  of  bonus  points. 


ing  off  some  roadside  repairs.  Tb  the  casu- 
al obsen'er,  everything  would  certainly 
appear  pleasant  enough. 

But  through  the  eyes  of  a  seasoned  ceu"- 
rier,  a  formidable  challenge  is  forming. 
This  seemingly  harmless  slice  of  normal- 
cy is  transforming  into  a  treacherous  bat- 
tlefield chock  full  of  potential  career- 
ending  hazards.  Pedestrians  out  on  the 
stroll  become  mo\Tng  road  blocks.  Cars, 
motorcycles  and  skateboards  clog  the 
street  with  annoying  traffic  that  always 
assumes  the  right  of  way.  Cats  and  dogs 
scamper  and  dart  under  your  wheels, 
curbs  straddle  your  path  with  unobtain- 
able heights,  and  storm  gratings  lay  wait- 
ing to  catch  your  tires  and  twist  you  to  the 
ground.  The  usual  street  bustle  becomes 
an  ever-changing  obstacle  course,  forcing 
the  player  to  divide  his  attention  between 
the  houses  on  his  left,  where  he  must  ac- 
curately toss  his  papers,  and  the  tangled 
road  before  him,  where  animate  and  in- 
animate environmental  elements  create 
dangerous  distractions  to  the  job  at  hand. 
It's  unique,  it's  exciting,  and  it's  tough. 

As  with  most  carriers,  you  are  asked  to 
deliver  your  papers  on  a  daily  basis.  The 
work  week  begins  on  Monday,  with  eight 
of  the  20  homes  along  the  route  request- 
ing a  copy.  When  a  customer  successfully 


receives  his  papei;  you  are  awaitled  with  a 
modest  number  of  points  for  your  ODmpe- 
tence,  and  everyone  stays  happy  But  if 
you  should  inadvertently  miss  a  hcuse  or 
two  along  the  way,  your  irresponsible  ac- 
tions will  not  go  unpunished.  With.n  min- 
utes the  disgruntled  customer  will  be  on 
the  phone  with  the  district  office  dtmand- 
ing  to  be  dropped  torn  the  subscription 
list — no  ifs,  ands  or  buts.  In  this  C£-se,  no 
news  is  bad  news,  for  at  the  end  of  each 
day,  youi'  employee  receives  an  evaluation 
report  to  note  youi-  progress  and  tal  !y  your 
score.  Missed  houses  will  be  reflect<Ki  in  a 
low  point  total,  with  a  completely  ty- 
passed  route  placing  you  among  the  ranks 
of  the  unemployed.  But  as  long  as  j'ou  can 
manage  to  hold  onto  at  least  one  paying 
customer,  you  will  be  allowed  to  rice  on 
into  the  week,  where  additional  ha^ai'ds 
:  and  obstacles  gather  to  make  each  day 
progressively  more  difficult. 

When  Paperboy  was  intnxiuced  to  the 
arcades,  its  uncommon  thematic  foinda- 
tion  was  enough  to  catch  the  attention  of 
the  curious,  creating  a  sizeable  amount  of 
initial  player  interest.  But  it's  the  solid 
play  mechanics  that  have  since  kept  its 
ever-growing  audience  captivated;  ine- 
chanics  that  have  not  lost  any  of  their  lus- 

;  Continued  on  page  63 


20     MARCH  1988 


Introducing  ThunderChopper,  the  new  standard  of  excellence  in  helicopter 
simulation!  ThunderChopper  combines  SubLOGIC  graphics  technology 
with  strategies  and  tactics  by  Colonel  Jack  Rosenow,  USAF  (Ret,).  This 
simulator  truly  was  a  labor  of  love  for  the  Colonel: 

"I'm  a  chopper  pilot  with  over  9,000  hours  of  flight  time.  Let  me  put  you  at  the 
controls  of  an  advanced  Hughes  530MG  Defender.  No  other  helicopter 
simulator  is  as  responsive  to  your  control  input,  or  as  satisfying  to  fly.  Start 
yourself  out  on  the  flight  training  grounds.  My  concise  documentation  will 
have  you  flying  in  minutes. 

"Once  you've  attained  a  level  of  flying  proficiency,  you're  ready  to  train  for 
one  of  the  most  important  duties  a  helicopter  pilot  can  perform  -  the  location 
and  rescue  of  downed  pilots. 

"After  you've  mastered  flight  and  rescue  techniques  you're  ready  for 
combat.  Multiple  scenarios  let  you  test  your  skills  under  a  variety  of  combat 
conditions.  Escort  ground  troops  through  enemy  territory.  Or  rescue  the 
survivors  of  a  major  sea  battle.  'Vou'll  have  to  become  adept  at  selecting  and 
controlling  your  ordnance,  and  at  using  sophisticated  electronic  weapon/ 
defense  systems  to  locate,  identify,  and  destroy  enemy  targets. 

"ThunderChopper  is  the  most  realistic  helicopter  simulation  you'll  ever  fly. 
Try  ThunderChopper  -  the  excellence  comes  through." 

Colonel  John  B.  Rosenow,  USAF  (Ret.) 
President,  ActionSoft  Corp. 


^^/.-^z. 


I^^IS 


Rescue  Mission!-  scan  tor  flares 


Escort  troops  tirough  enemy 
territory  -  searcl  and  destroy 
enemy  targets  I 


Colonel  Jack  pi)vided  the 
strategy  and  taltics  for 
ThunderChoppr- 


See  Your  Dealer... 


Or  write  or  call  for  more  information.  ThunderChopper  is  available  on  disk 
for  the  Commodore  64/1 28  and  Apple  !l  computers.  For  direct  orders  please 
indicate  which  computer  version  you  want.  Enclose  $29.95  plus  $2.00  for 
shipping  (outside  U.S.  $6.95)  and  specify  UPS  or  first  class  mail  delivery. 
Visa,  MasterCard,  American  Express,  and  Diners  Club  charges  accepted. 


<^  1 987  AdionSolt  Corporation 

3D  graphics  and  Special  eflecls  courtesy  SubLOGiC  Corp. 

Commodore  64  and  Commodore  128  are  regisiered  trademarks  of 

Commodore  Eleclronics  Ltd. 

Apple  is  a  registered  trademark  ot  Apple  Computer.  Inc. 


-S29.95- 

Better  Engineering  at  a  Better 

Price 


CTIOMSoft 


GENERATIONS  AHEAD  IN  STflATEGV  ACTION  SOFTWARE 

201  WEST  SPRINGFIELD  AVENUE,   SUITE  71 1 
CHAMPAIGN,  IL  61820  (217)  398-8388 


64  AND  128  SOFTVyARE  REVIEWS" 


Reviewed  by  Russ  Ceccola 


Maniac 
Mansion 


Computer:  Commodore  64 
Publisher    Lucasfilm  Games 

Acti\Tsioii 

2350  Bayshore  Pkwy. 

Mountain  View,  CA  mm 
Medium:     Disk 
Price:         S34.95 

So  you  want  to  be  in  movies?  And  you 
say  that  you  like  video  games?  Well, 
Lucasfilm  Games  just  may  be  able  to  ac- 
commodate you.  In  their  latest  release, 
distributed  exclusively  through  Acti vi- 
sion, you  take  part  in  what  is  essentially 
an  interactive  movie  that  follows  one  of 
many  stoiy  lines.  Maniac  Mansion  pits 
you  against  a  large  group  of  meanies  in 
the  structure  of  the  title.  So  grab  a  couple 
of  friends,  bring  your  intuition  and  jump 
into  this  challenging  graphic  adventure. 

Maybe  I  should  explain  the  story  be- 
hind this  bizarre  mansion  so  you  under- 
stand what  you're  up  against  About  twen- 
ty yeai^  ago,  a  meteor  crashed  into  the 
^ith  on  the  outskirts  of  town  near  the 
mansion  owned  by  Dr.  Fred  and  his  wife, 
Nurse  Edna.  Patients  started  disappear- 
ing from  the  County  Hospital,  cows  start- 
ed giving  purple  milk,  and  chickens  were 
laying  purple  eggs.  Secretly,  Dr.  Fred  left 
the  hospital,  and  he  and  his  wife  took 
their  geeky  kid,  Weird  Ed,  out  of  school. 
Then  the  whole  family  withdrew  into  the 
old  Victorian  house,  now  dubbed  the 
"Maniac  Mansion." 

Local  teenager  Dave  Miller  believes 
that  this  strange  mansion  is  the  reason 
why  his  college  sweetheart,  cheerleader 
Sandy  Pantz,  has  mysteriously  disap- 
peared. He  has  tried  to  convince  local  au- 
thorities to  investigate  the  mansion  and 
grounds,  but  he  was  met  with  only  laughs. 
Now,  in  order  to  complete  the  quest  to 
save  Sandy  and  find  out  what  lies  at  the 
heart  of  the  mansion,  you  take  on  the  role 
of  Dave  Miller,  lb  help  you  in  your  adven- 
ture, you  can  select  two  friends  from  a  list 
of  six.  You'll  need  their  help,  for  the  chal- 
lenge that  awaits  you  inside  the  Maniac 
Mansion  is  immense. 

Maniac  Mansion  is  a  graphic  adventure 
that  combines  the  best  in  graphics  with  a 
text  game  format  for  entering  commands. 
The  trick  here  is  that  not  once  do  you 
have  to  touch  the  keyboard  for  typing  in 


Patients  started 
disappearing 
from  the  County 
Hospital,  cows 
started  giving 
purple  nnilk  and 
chickens  were 
laying  purple 
eggs. 


any  of  these  commands;  Maniac  Mansion 
is  entirely  joystick-driven.  You  move  one 
of  the  characters  around  the  house  with 
the  joystick  and  press  the  button  when 
you  want  to  enter  a  command.  All  possible 
commands  are  displayed  in  an  on-screen 
menu  below  the  animation  window. 

First  you  choose  two  characters  other 
than  Dave.  The  other  six  teenagers  in- 
clude: Syd,  an  aspiring  new-wave  musi- 
cian; Michael,  an  award-winning  college 
newspaper  photographer;  Wendy,  a  seri- 
ous writer  who  wants  to  be  a  famous  nov- 
elist; Bernard,  t>'pical  geek  and  president 
of  the  physics  club;  Razor,  lead  female  vo- 
calist for  a  punk  band  and  Jeff,  beach  bum 
more  popularly  known  as  "Suifer  Dude." 
You  simply  click  the  joystick  button  on 
the  characters  you  want  and  Maniac- 
Mansion  is  under  way 

Don't  arbitrarily  pick  your  companions; 
your  choices  are  very  important.  Each 
character  has  unique  talents  to  be  used  in 
the  game.  Each  choice  of  characters  gives 
you  a  different  game  to  play  that  relies  on 
the  abilities  of  the  team  and  presents  puz- 
zles that  can  be  solved  individually  or  by 
two  people.  Each  combination  of  charac- 
ters "colors"  the  story  and  includes  new 
challenges  to  keep  you  from  being  bored. 

The  screen  is  divided  into  five  parts  and 
is  visually  well  organized.  At  the  top  is  the 
message  line,  where  characters'  words  and 
game-related  messages  concerning  disk 
swaps,  etc.  are  displayed.  The  animation 
window  takes  up  the  bulk  of  the  screen 
and  shows  the  currently  selected  charac- 
ter's location  in  the  house.  The  sentence 
line  is  where  sentences  appear  after  the 
desired  verbs  and  nouns  are  selected  from 
the  verb  list  and  inventory,  respectively. 

Each  character  has  his  or  her  own  in- 


ventory, and  there  is  no  limit  to  what  a 
character  can  cany  This  fact  is  a  necessi- 
ty because  of  the  inclusion  of  over  400  in- 
dividual objects  that  can  be  manipulated 
in  a  game  oi^ Maniac  Mansion.  There  are 
only  15  commands,  one  of  which  i^  unnec- 
essary for  Commodore  64  users.  To  switch 
control  between  characters,  you  ceji  select 
the  New  Kid  command.  An  exclui;ive  fea- 
ture for  the  64  is  the  abilitj'  to  switch  kids 
by  using  the  Fl,  F3  and  F5  keys.  This 
simple  feature  makes  the  adventure  easi- 
er to  play  and  adds  an  "A"  to  Maniac 
Mansion's  report  card  for  user  com^em. 

Aside  from  moving  your  characsr 
around  on  the  screen,  the  only  other  ac- 
tion you  must  perfonn  is  command  "con- 
struction." This  is  another  unique  feature 
to  Maniac  Mansion,  lb  construct  a.  sen- 
tence, press  the  button  on  the  joystick  and 
cycle  through  the  verbs,  pressing  the  but- 
ton again  on  the  one  you  want. 

The  verb  will  appear  on  the  sentence 
line  with  any  necessary  connectinj^  words. 
You  finish  the  command  by  clicking  on  a 
noun  in  your  inventorj'  or  an  object  in  the 
animation  window,  lb  execute  the  com- 
mand, double  click  on  the  noun  or  click 
the  button  once  on  the  sentence  line. 
That's  all  you  need  to  know  to  play  Mani- 
ac Mansion — the  rest  relies  on  your 
imagination  and  deductive  powers. 

Lucasfilm  has  designed  yet  another 
first-time  software  feature  calle<l  the  "cut- 
scene"  to  extend  the  feel  of  a  movie.  While 
moving  around  the  mansion,  player  input 
may  be  halted  involuntarily  as  action  in 
the  animation  window  switches  to  another 
part  of  the  mansion,  This  enables  .you  to 
see  what  Dr.  Fred  is  up  to  or  some  other 
relevant  happenings  elsewhere  in  the 
house. 


22    MARCH  1988 


64  and  128  Software  Reviews /Maniac  Mansion- 


Try  to  think  of  any  other  time  you  could 
just  sit  and  watch  your  screen  (aside  from 
the  usual  graphic  ending  of  a  game)  with- 
out directing  what  happens  on  it.  You 
should  have  trouble.  Once  more,  Lucas- 
film  has  succeeded  in  sujprising  me.  In 
the  first  cut-scene,  you  see  Dr.  Fred  with 
Sandy  in  his  secret  laboratory.  Sandy  is 
talking  about  getting  saved  and  Dr.  Fred 
walks  up  to  the  screen,  looks  sbraight  out 
at  you  and  says  "Tliat's  what  she  thinks!" 
This  game  is  incredible!  The  cut-scenes 
give  you  clues  as  well  as  being  entertain- 
ing and,  if  you  want,  you  can  bypass  them 
with  the  F7  key. 

As  you  play  Maniac  Mansion,  you'll 
eventually  find  out  what  Dr.  Fred  is  really 
up  to — total  world  domination  . . .  one 
teenager  at  a  time.  (No,  I'm  not  giving  the 
game  away — it  says  that  on  the  bo.x  cov- 
er.) The  challenge  of^ Maniac  Mansion  lies 
in  the  high  number  of  puzzles  and  puzzles 
within  puzzles  that  you'll  encounter.  The 
ending  is  unforgettable  and  will  leave  you 
both  relieved  and  exhausted.  If  I  haven't 
sold  you  on  Maniac  Manmon  yet — don't 
worry;  Fve  saved  the  best  for  last. 

Maniac  Mansion  features  incredible 
original  electronic  music  and  some  out-<if- 
this-world  (literallv!)  characters.  If  Weirtl 


Ed,  Nurse  Edna  and  Dr.  Fred  aren't 
enough  for  you,  there  are  Dead  Cousin 
Tfed,  the  Green  Tfentacle,  the  Purple  Tenta- 
cle, Chuck  the  plant  and  a  man-eating 
flower.  All  of  these  creatures  have  their 
own  little  quirks  and  on-screen  personas 
that  make  them  both  loveable  and  at  the 
same  time  despicable.  Figuring  out  how  to 
get  past  them  is  half  the  fun;  the  other 
half  involves  watching  their  actions. 

Maniac  Mansion  incorporates  smooth 
play  and  detailed  graphics.  The  charac- 
ters are  distinctively  Lucasfilm's,  bringing 
facial  expressions  and  personality  to  each 
individual  character.  Lucasfilm  first  used 
these  types  of  characters  and  graphics  in 
the  computer  adaptation  o?  Labyrinth  and 
more  recently  in  the  Q-Link  on-line  game. 
Habitat.  The  Lucasfilm  "texture"  makes 
the  story  jump  out  of  the  screen  and 
threaten  to  pull  you  into  Dr.  Fred's 
laboratory. 

Now  for  what  you've  ail  been  waiting 
for— some  hints.  Since  there  is  so  much 
that  must  be  done  in  Maniac  Mansion, 
Vm  offering  mere  pittance  in  comparison 
to  what  could  be  told. 

TVeat  each  puzzle  as  a  separate  entity 
and  don't  try  to  solve  a  bunch  at  once.  You 
can  easily  get  confiised,  and  your  efforts 
will  be  less  effective.  Since  you  have  three 


characters  at  your  bidding,  use  them  all 
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My  favorite  team  of  characters  is  Dave, 
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cle. Only  one  combination  of  food  and 
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CALIFORNIA 


COM  MODOR  E  M ASAZl  N  E     23 


64  AKD  128  SOFTWARE  REVIEWS" 


Reviewed  by  Russ  Ceccola 


Nord  and  Bert 
Couldn't 
Make  Head  or 
Tedloflt 


Computer: 

Comnicxlore  64 

Publisher: 

Infocom 

125  CambridgePark  Dr. 

Cambridge,  MA  02140 

Medium: 

Disk 

Price; 

$34.95 

Ever  fee!  like  you  have  a  monkey  on 
your  back  or  that  you  just  can't  cut 
the  mustard?  Well,  you'll  feel  right  at 
home  with  this  gew  Infocom  name,  I  mean 
new  Infocom  game,  designed  by  JefiF 
O'Neill,  author  of  the  popular  circus  mys- 
teiy  called  Ballyhoo.  Nord  and  Bert 
Couldn't  Make  Head  or  Tail  of  It  is  a  col- 
lection of  eight  short  stories  that  revolve 
around  the  use  of  word  play  and  verbal 
trickery.  These  short  stories  can  be  played 
independently  and  without  knowledge  of 
the  others.  They  combine  both  new  and 
old  features  of  Infocom's  interactive  fiction 
with  O'Neilfs  humorous  situations  and 
stories. 

Nord  and  Bert  takes  place  in  the  town 
of  Punster,  a  fictional  place  where  a  dis- 
ease is  plaguing  the  community  and  its 
inhabitants  by  affecting  speech  and  the 
way  things  are  done.  Instead  of  doing  and 
saying  things  the  normal  way,  you  must 
use  time-worn  phrases  and  word  play. 
Each  story  in  Nord  and  Bert  takes  place 
in  a  different  part  of  Punster.  The  idea  for 
Punster  came  about  late  in  the  design  of 
Nord  and  Bert,  but  the  different  stories 
evolved  from  the  various  types  of  word 
play  available  to  use. 

In  order  to  successfully  complete  a  short 
story  in  Nord  and  Bert,  you  must  discover 
the  type  of  word  play  or  trickery  on  which 
that  story  is  based  and  use  it  to  guide  all 
of  your  actions  throughout  the  remainder 
of  the  section.  For  example,  in  "Go  Tb  the 
Shopping  Bizarre,"  you  must  use  hom- 
onyms. The  tale  takes  place  in  the  super- 
market in  Punster,  and  you  must  return 
all  of  the  items  in  the  market  to  their  for- 
mer selves,  bringing  normality  once 
again.  If  you  type  MOUSSE  while  there  is 
a  moose  standing  in  the  aisle,  the  creature 
transforms  into  the  chocolate  dessert. 


Nord  and  (kft 
Couldn't  Make 
Headorlailofll 


Instead  of  doing  and  saying  things  the 
normal  way,  you  must  use  time-worn  phrases 
and  word  play. 


In  a  recent  interview,  O'Neill  explained 
to  me  why  he  chose  homonyms  as  the 
dominant  form  of  word  play  for  one  of  the 
short  stories:  "The  language  we  write  sto- 
ries in  at  Infocom  lends  itself  well  to  such 
transformations  in  that  it  not  only  recog- 
nizes words,  but  also  recognizes  how  they 
are  used.  In  one  sense,  Nord  and  Bert  is 
like  a  "What's  wrong  with  this  picture?' 
feature  in  a  magazine.  You  can  also  look 
at  the  cliches  and  word  play  as  objects  and 
your  goal  is  to  'find'  these  objects." 

If  you're  still  conflised,  explaining  the 
method  of  madness  behind  "Shake  a 
Tbwer"  may  help.  This  short  story  relies 
on  the  use  of  spoonerisms  for  its  return  to 
normality.  A  spoonerism  is  a  phrase  in 
which  the  beginning  sounds  of  two  or 
more  words  in  the  phrase  are  switched  to 
make  a  new  phrase.  The  title  of  the  story 
is  itself  a  spoonerism,  with  its  name 
"spooning"  to  "take  a  shower"  In  this  sec- 
tion of  Nord  and  Bert,  you  first  see  a  lead 
house  in  a  forest.  By  typing  in  HEAD 
LOUSE,  the  house  transforms  into  the 
tiny  bug.  You  should  get  the  gist  of  Nord 
and  Bert  by  now. 

The  other  types  of  word  play  used  in 
Nord  and  Bert  include:  cliches,  meta- 
phors, idioms,  words  that  begin  with  the 
letters  'jac,"  50's-era  pranks  and  jokes  and 
a  house  in  which  each  room  has  its  own 
personality.  The  variety  imparted  into  the 
game  by  O'Neill  gives  it  a  distinct  flavor 
and  uniqueness  that  sets  it  apart  from 
other  Infocom  games  and  other  computer 
games.  You  can  never  be  bored  in  Nord 
and  Bert  because  you  can  always  return  to 
the  place  where  you  started  by  typing  BE- 
GINNING. Now,  you  can  be^  another 
short  story  and  get  back  to  the  first  one 


later — the  game  doesn't  care  what  you  do 
and  keeps  track  of  all  your  endeavors. 

Although  the  eight  short  stories  are  in- 
dependent, seven  of  them,  upon  comple- 
tion, reveal  a  password  to  you  that  gains 
entrance  into  the  eighth  stoiy,  "Mt>et  the 
Mayor"  This  final  stoiy  ties  together  all  of 
the  skills  you've  learned  in  the  oth  er  sec- 
tions and  puts  before  you  the  final  goal  of 
persuading  the  mayor  of  Punster  t^  sign  a 
decree  banning  all  fonns  of  word  play  and 
trickery  in  the  town.  O'Neill  told  rie 
about  the  form  of  Nord  and  Bert.  "I  want- 
ed to  have  the  "Meet  the  Mayor'  section  re- 
served until  the  end  so  that  those  who 
went  through  the  trouble  of  playing  all  of 
the  other  sections  would  get  some  fire- 
works or  climactic  ending."  I  can  verify  for 
you  that  this  technique  works  ver,'  well. 

In  the  process  of  assembling  all  of  the 
phrases,  idioms,  spoonerisms,  homonyms 
and  other  word  play  for  Nord  and  Bert, 
O'Neill  consulted  a  book  of  cliches,  a  book 
of  general  word  play  and  a  list  of  hom- 
onym pairs.  To  further  enhance  the  stories 
with  better  word  games,  O'Neill  al;50 
talked  to  other  employees  of  InfcKotn  and 
outside  testers.  That  is  why,  in  the  "Eat 
Your  Words"  scenaj-io,  you  can  now  Goose 
the  Cook  as  well  as  Cook  His  Goosu. 

For  those  of  you  not  familiar  \\ita  Info- 
com's works  of  interactive  fiction,  they  are 
text-only  games'adventures'stories  that 
allow  full  creative  control  over  captivating 
situations  set  in  various  'Svorlds"'  tlirough 
the  use  of  simple  commands  typed  in  your 
computer's  keyboard.  The  commands  you 
use  are  direction  commands,  action  com- 
mands and  the  word  play  used  to  amquer 
a  story. 

Continued  on  page  54 


24    MARCH  1988 


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SNOpPS 
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STOCKS  PLUMMET  IN  RECORD  TRADING 
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EARTH  TO  BEGIN 
SPINNING  IN 
OPPOSITE 
DIRECTION 

A  shiwkeil  consunium  ul" 
Kleivlisls  confirmed  ihe  wxirM's 
worn  iiu>pidon»  "niestlay.  when 
Ihcy  nnnounced  Ihul  ihc  Earth  was 
indeed  slowing  duwn.  Tlicy  upccl 
Ihe  planel  to  grind  lo  a  halt  early 
Thund^;  ccwriii^  its  direction  and 
(Mint  buck  up  lu  speed  by  Monisy 
nlghi. 

Alltiough  Ihe  rcsctuch  v>iu 
suirtting.  the  bcicntitiii  ui^  peopfe 
not  to  ponic. 

"I  tuppou  I'd  !«;>:  all  the 
bietkables  in  yiiut  cabintis"  offers 
Dr.  Lcc  Uevana  "but  outride  of 
thai,  I'd  Ju3t  icli  people  lo  hold  on 
(lid  cnjny  the  ride" 

Apparently  we're  in  for  quite  u 
ride.  Dr  Dennis  Kitwlond  dcmon- 
niaicd    Ihc    effect    of  (he   sudden 


nnetuti  by  diupping  a  raw  cg^  into  a 
MitMoAler  blender  set  on  "puree" 

"tr  we  uiumi:  people  have  Ihc 
consistency  of  this  egg"  Rowland 
asurtcd,  "I  think  ii'a  safe  i»  say  ihai 
the  effect  of  thih  phenomenon  will 
leave  Ihcm  in  a  stale  somewhat 
similar  to  finely  ground  beef!' 

Asked  if  there  were  anything  Ihe 
public  could  do  to  prepare  for  the 

"I'd  just  tell  people 
to  hold  on  and  ei^joy 
the  ride!" 

catasiniptiL-.  Dr.  K^twtand  thought  a 
while  and  oircn:d.  "\  always  re- 
commend fastening  your  seal  bell.  Jl 
just  makes  so  much  icnse,  don't  you 
think?" 

Analyst  Slaci  Glovnky  was  lc.« 
disties.<{<d  wiih  the  nem,  asking 
"What's  the  big  deal?  Jec/,  you 
guyi  an  acting  like  a  bunch  of 


MAN  BITES 
POODLE! 


BERKliLF.V  —  D(i«ns  i>f  ctti/ens 
watched  in  hortor  today  at  a  nun, 
who  described  himself  a.s  an  animal 
luvcr,  actually  bit  a  miniature  leacup 
poodle. 

Donutd  Anderson,  of  Studio 
Cily,  Cttlifornia,  dismissed  the  in- 
cldeni  as  a  case  of  raistala;n  identitv. 


"Sonn^hiMy  j^k-d  mc  if  I  ivanlcd 
a  dog  with  iliu^laal,  and  since  Jl  was 
ck).se  to  lunchtime  anyway,  t  just 
look  a  biu:  without  looking" 

The  dog,  r»pandlng  to  Ihc  name 
"Knockwunit;'  then  gave  out  a  yelp 
thai  bystanders  recalled  as  sounding 
lite  "a  cross  between  a  gun  shot  and 


"Sure 

it     was 

my 

musturd, 

but 

that 

doesn't 

prove 

a 

thing!" 

an  air  raid  siren!'  In  the  process,  the 
pinched  pooch  set  a  world  record  in 
the  long  jump  of  Ihiriy  feet.  Iwo 


inches, 

Anderson  was  booked  on  fcloiv 
charges  of  dog  munching,  poodle 
endongcrment  and  assaulling  a 
canine  with  intent  lo  oimrail  relish. 
He  svns  laler  released  on  his  own 
recognizance.  The  man  who  offered 
him  Ihe  poodle  has  :iIso  been  charged 
with  aiiempiing  to  apply  mustard  to  a 
mull,  a  misdemeanor  in  Alameda 
County. 

"It's  a  smear  lactic '  yelled  Rob 
Siegel.  the  man  siill  beng  sought  by 
police.  "Sure  i!  was  my  mustard, 
bui  that  doesn't  ptoA  a  ihing. 
Besides,   they   haw;   Ic    prove   with 


E 


T" 


IVtevtaion 
HiRhltMiti 


M  n|tH  tWI  )VW  pvi  TV  «  I  U  hVK  hjlluwHg 


HIWIIUDVBUCV 

Imn  Hd  au  Ihm»  tflM  «  pt  Ucy 

Mm  RkA)^  44K  « Ju  Ah,  (t> 

(7)|tMW1U>Kt^0D0M 

Marba  tta  »  4  mdm  uli  Hrf  «m1 

*Mk    J»    foka    ik    it'll    kr    mm 

uanpannf  iniwil 

(11  Kin  LAWVEW  E  WH-tt  V* 

u  muMm  ri  1PMC1I  mrmHH,  dl  «■ 

iiift-jaimucKUtm 

RinlENGKCirTHV  HUTIAIX 
EfK-  liH<a  |fuc<  iv«  puKtm  hn  mq 
ihnwift  (■■1,  u4  I  iafVE*  a  i*tij,  tnm 

iuJ*tJ*ll«s«LHr 

Uiey  ma  l-Jtut  Juk  1  1  (^  lu  ftl  Xjmrr 
OttticM  mJ  (w  Mj  h^  fliMl^  «tw  ^ 

KM.  WM'ft^dir  lC'lWIIIIIMJh4p>J| 


Weather 

Loc4l  wuthcr  Look  -ox  ct  Mdi  throuihuui 
^  mumini.  bvmrDf  off  nur  mKUj^: 
tVinpcniTara  iluuld  uvr  lo  1  le  mkt  2O0'i  hy 
la*  ■itemoon  with  h«Nr*>  cJrviric*)  aciiviiy 
*n^  ihuikdeniprnn  «p{vsuini;  inHind,  uh,  u^ 


C.Niim(«lipwjiieC.in,ii.iA«.  Ltil.,nlj«l»iisitk^,<l.flin«rt«i.KI,itn«iiiNijd  i;EI^.  B,,l^llJ^J|,|™i^krl,L|llS..llm.Iks«^^l(^1ll.lrl.-lJll 


«  •k-  L,™  rSSjiu-i  ,iikI  I'tiiil  st»,i  jci'  lr,Hli™m~L  ,d  iMiipjnK^  .hIht  I  Imii  llirkiiv  S.<|  muk;. 


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Softworks 

The  brightest  minds  are  working  at  Berkeley. 


64  AND  128  SOFTWARE  REVIEWS  ■ 


Reviewed  by  Giry  V.  Fields 


Video  Title 
Shop 

Computer;  Cflmmoclore  (34 

Publisher:    DataSoft 

ISkSOSNordlwff  Place 
Chatswoith,  CA  tlKill 

Medium:      Disk 

Price:  S2f).95 

The  world  has  fallen  in  love  with  the 
video  recorder — 50  million  have  been 
sold  in  the  U.S.  alone.  Until  recently,  how- 
ever, there  was  no  easy,  aifordable  way  to 
add  animated  gi-aphics,  credits  or  title 
screens  to  an  indi\idual  tape.  Video  Title 
Shop  brings  some  desktop  video  capabili- 
ties to  the  Commodore  64  user.  It  is  a  ver- 
satile tool  for  producing  title  and  credit 
screens  to  give  youi-  videotapes  a  profes- 
sional look. 

While  the  program  will  not  cause  many 
local  TV  station  managers  to  scrap  their 
video  editors,  there  are  many  people  oper- 
ating on  limited  resources  (small  busi- 
nesses, churches,  schools  and  individuals! 
who  will  find  this  the  perfect,  affordable 
solution  to  their  video  needs. 

The  program  is  designed  strictly  for  cre- 
ative video  usei's.  It  allows  them  to  easily 
create  impressive  animated  sci'een  dis- 
plays which  can  be  electronically  spliced 
into  their  video  libraries  to  give  each  tape 
a  professional  appearance. 

I  think  most  users  of  Video  Title  Shop 
will  find  its  controls  logical  and  easy  to 
master — providing  they  spend  the  time 
necessary'  to  read  the  manual  and  work 
through  the  tutorial  material  it  includes. 
One  thing  that  makes  using  the  program 
intuitive  is  that  the  programmer  didn't 
"reinvent  the  wheel."  For  instance,  if  you 
want  to  change  the  color  of  a  pen  or  text, 
the  default  colors  assigned  to  the  key- 
board's number  keys  are  u.sal  ( 1  =  black, 
7  =  blue,  SHIFT/6  -  light  giwn,  etc.).  If 
you  want  to  move  text  or  objects  around 
the  screen,  the  cm"sor  keys  will  do  the 
work  just  as  well  as  a  joystick.  The  same 
logic  is  true  when  you  select  an  option. 
You  can  either  enter  the  option  number 
(e.g..  Pen  number  14,  Color  choices  1-16) 
or  press  the  cursor  keys  and  each  will  be 
selected  in  sequential  order. 

The  program  comes  with  a  fairly  power- 
fill  graphic  editor  called  Micro  Painter 
Plus.  With  it  you  can  create  very  impres- 
sive screen  displays  or  backgrounds  for 
youi-  titles.  It  includes  pattern  fills,  maj,'- 


Video  Title  Sliop  is  a  versatile 
tool  for  producing  title  and 
credit  screens. 


nification  and  undo  options.  The  docu- 
mentation states  screen  displays  created 
with  other  commercial  graphic  packages 
[Koala  Painter,  Paint  Magic  and  Quick- 
draw)  can  be  used  with  Video  Title  Shop. 
Owning  none  of  those  listed,  I  tried,  un- 
successfully, to  import  graphics  created 
with  both  Doodle!  and  Flexidraw.  I  would 
have  liked  to  have  been  able  to  use  one  of 
those  iastead  of  Video  Title  Shops  own 
graphic  program  because  both  have  more 
powerfiil  commands. 

Once  you  begin  to  create  screens,  the 
power  Video  Title  Shop  offers  is  amazing. 
lb  begin  youi*  video  cameo,  you  firet  recall 
a  background  screen  you  created  with  Mi- 
cro Painter  Plus,  or  one  that  comes  on  the 
Graphics  Companion  I  disk  (the  disk,  sold 
sepiirately  for  $19.95,  includes  screens 
showing  holly,  WTeath,  fireplace,  dove, 
church,  bunny,  heart,  candle,  diploma, 
American  flag,  etc.).  Or  if  you  prefer,  you 
can  go  with  a  blank  screen. 

Next,  you  create  text  objects  on  the 
screen.  These  objects  can  be  any  color,  any 
size  and  located  anywhere  on  the  screen. 
The  way  they  appear  and  disappear  is 
where  the  magic  of  Video  Title  Shop  is  re- 
vealed. The  program  comes  with  impres- 
sive object  controls  which  cause  the  text  to 
scroll  on  and  off  the  page.  A  more  impres- 
sive display  is  called  "fizzle."  It  causes  text 
to  materialize  out  of  a  mist  and  then  dis- 


appear into  the  same  mist.  Sciieens  can  be 
"wiped"  on  and  off  the  page  using  a  pleas- 
ing, professional-looking  display  similar 
to  those  shown  dming  network  newscasts. 
What  is  most  impressive  about  these  op- 
tions is  that  they  are  all  activated  with  a 
single  keystroke  and  can  be  re-keyed  and 
previewed  until  you  are  absolutely  satis- 
fied with  the  screen  appearance,  the  se- 
quence in  which  they  appeal;  the  font  size 
and  color  used  in  each  text  object  and  the 
duration  each  object  appears.  When  you 
have  evei-ylhing  ready,  you  simply  re- 
move the  command  line  from  the  screen, 
press  the  record  button  on  the  VCR  con- 
nected to  your  64  and  press  the  command 
to  begin  the  displays. 

The  code  is  so  compact  that  up  :o  12 
screen  displays  can  be  held  in  the  64's 
memory  without  accessing  the  disk.  Actu- 
ally, you  may  be  able  to  squeeze  niore 
than  a  dozen  screens  in  the  syster:i,  but 
that  was  the  most  I've  been  able  to  com- 
bine. I  suspect  the  fewer  objects  you  use, 
the  more  pages  you  can  include.  Elut  even 
the  64's  limited  memoiy  doesn't  greatly 
restiict  the  progi-am's  power,  since-  it  can 
reft^sh  its  memoty  quickly  from  disk  and 
all  you  need  do  during  the  delay  \i  pause 
your  VCR  until  the  next  sequence  loads. 

The  pragi'am's  single  absent  feature  is 
sound — there  is  no  option  to  play  music 

Continued  on  pg.  96 


28    MARCH  1988 


B\f.\'  W'hcrf  H-hceHes t/rr  (In-  brrak/ast 
uf  (hdmlmns.  /W  (•[•ery&ne  clsi'  eatt-  liul. 


beach  blanket 

These  are  radi- 
cal games.  Games 
that  take  the 
honorable 
tradition  of 
Summer 
Games"'  I  and 
I,  Winter  Games',"  and  World 
Games','  wax  it  down  and  load 
it  on  the  roof. 

Try  shredding  the  face  of  a 
totally  tubular  wave.  Join  the 
airforce  in  a  BMX  bike  race. 
Screech  around  on  skates 
and  then  rocket  off  the 
skateboard  ramp. 

You'll  be  playing 
;'( )r  sponsors  like 
Qcean  Pacific,  NHS 
saiiia  Cnie,  CASIO,  Costa 
Del  Mar,  Kawasaki,  and 
Spin  jammer.  Fer  trophies 
and  an  overall  championship. 

So  get  air.  Go  crazy    California  games  by ^ 
Welcome  to  the  state 
of  California. 

(.  iiw-ii.--  will'  ;■;;  !::,■<.  Ai^p:,  ll  Ji  0,ml>alil'U  >.  lliiUK-  L  tmipnUMcs,  Amini! 

SEE  GAME  BOX  FOR  DETAILS  ON  INSTANT  WINNER  CONTEST. 


up  tlirn:  iUmct'/otliieeronii. 


64  AND  128  SOFTWARE  REVIEWS 


Reviewed  by  Miirk  Cofone 


Mikie 


Computer: 

Comniaiore  64 

Publisher: 

Konami 

815  Mittel  Di-. 

Woal  Dale,  IL  60191 

Medium: 

Disk 

Price: 

SIS.SS 

Remember  Mikie,  that  cute,  chubby, 
httle  freckle-faced  kid  who  despised 
everything  but  his  breakfast  cereal?  Well, 
he's  still  around,  and  as  you  might  have 
guessed,  he's  no  longer  the  finicky  young- 
ster of  his  television  years.  He's  now  old 
enough  to  be  in  high  school  and  has  devel- 
oped into  what  we  might  consider  an  aver- 
age everyday  student;  a  growing  boy 
whose  normal  maturing  interests  are  be- 
ginning to  stretch  beyond  the  realm  of 
toasted  oats  and  whole  milk.  You  see,  Mi- 
kie has  discovered  girls,  and  yes,  true  to 
his  character,  "he  likes  them."  As  a  mat- 
ter of  fact,  there's  one  particular  female 
student  whom  Mikie  finds  exceptionally 
attractive:  a  special  schoolmate  who  he 
would  even  like  to  consider  his  one  and 
only  girlfriend.  As  we'll  see  in  the  new 
Konami  release  that  bears  our  budding 
hero's  name,  when  Mikie  gets  it  in  his 
head  that  he  likes  something,  there's  vir- 
tually nothing  that  can  be  done  to  stop 
him  from  getting  it. 

Let's  set  the  stage:  You  are  Mikie,  a 
joystick  controlled  pupil  who  is  quietly  sit- 
ting through  an  afternoon  lesson,  when 
suddenly  you  remember  that  there's  a 
very  important  message  you've  forgotten 
to  give  to  your  girlfriend.  Unfortunately, 
your  sweetheart  does  not  have  the  same 
class  schedule  as  you  and  at  this  very  mo- 
ment is  busy  studying  in  the  schoolyard 
at  the  opposite  end  of  the  building.  With 
strict  academic  regulations  prohibiting 
teachers  from  approving  any  early  dismis- 
sals, especially  to  infatuated  pubescent 
boys  like  yourself,  you  feel  that  you  are 
left  with  no  options.  When  the  teacher 
turns  his  back,  you  brace  yourself,  slide 
from  your  desk,  and  bolt  for  the  door,  initi- 
ating what  will  become  a  wild  footrace 
across  school  gixiunds;  you  sprint  to  meet 
your  girlfriend,  and  the  adult  moderators 
do  everything  in  their  power  to  stop  you. 

This  contest's  chase,  although  impetu- 
ous in  its  emotional  motivation,  is  really  a 
carefully  planned  arcade  challenge  de- 
signed to  put  your  reflex  skills  to  the  hard 
test.  The  obstacle  course  separating  the 
two  lovers  is  comprised  of  five  familiar  in- 


Mikie  has  discovered  girls 
and  yes,  true  to  his 
character,  "he  likes  them, 


stitutional  areas:  a  classroom,  locker 
room,  cafeteria,  gymnasium  and  school- 
yard. Each  of  these  locations  is  outfitted 
vrith  the  appropriate  fiu-nishings  and  sup- 
plies, all  methodically  arranged  to  form 
loosely  framed  maze- like  paths,  alleys  and 
dead  ends  for  your  surrogate  to  navigate. 
In  the  roles  of  the  unsympathetic  pureu- 
ers  comes  an  assorted  group  of  staif,  facul- 
ty and  students,  who  all  remain  hot  on 
your  trail,  hounding  you  in  an  attempt  to 

Making  the  Grade: 
A  Lesson  Plan  for  the 

School  Master 

There's  no  substitute  for  a  trained  eye 
and  a  quick  wrist  when  it  comes  to  attack- 
ing an  arcade  game,  but  there  are  a  few 
tricks  Fve  discovered  that  might  help  Mi- 
kie pick  up  an  extra  step  or  two  as  he 
moves  through  the  classrooms  and  corri- 
dors. Good  luck,  ril  meet  you  in  the  play- 
ground. 

•  In  the  opening  classroom  scene,  you 
are  instructed  to  gather  all  the  hearts  un- 
der the  desks  by  "hip-zapping"  (pushing) 
the  students  out  of  their  chairs  and  then 
plopping  yourself  down  in  their  vacated 
seats.  That  works  well  enough,  but  Fve 
discovered  a  quicker,  easier  way  to  per- 
form the  same  task.  If  you  move  behind 
each  desk,  positioning  yourself  so  that 
your  legs  cover  the  heart  and  hide  it  from 
view,  then  you  can  collect  the  treasure  by 
simply  pressing  the  fire  button.  This  tech- 
nique will  not  only  save  you  time,  but  it 
will  also  make  you  a  harder  student  to 
catch. 

•  Picking  up  the  bi^er  hearts  requires 
three  shouts,  but  they  don't  have  to  be 
successive.  If  you  begin  to  air  your  lungs 
just  as  a  staff  member  starts  to  close  in, 
cut  away  and  come  back  later.  The  pro- 
gram will  keep  an  accurate  record  of  how 


enforce  disciplinary  measures.  My  gosh, 
the  things  we  do  for  love. 

The  entire  escapade  commences  .n  your 
standard  student-filled  classroom  find 
continues  through  the  various  sites  in  the 
order  listed  earlier  But  Mikie  is  not  given 
the  privilege  of  moving  fi^eely  in  and  out 
of  each  location.  At  the  head  of  eaci  room 
is  a  closed  doorway;  a  single  exit  that  will 
remain  locked  until  Mikie  can  gather  a 
series  of  hearts  scattered  throughout  the 

many  shouts  have  been  made  at  each 
heart. 

•  In  the  cafeteria,  if  you're  havirg  a  lit- 
tle trouble  gathering  the  large  heajt  on 
the  table,  approach  it  from  the  left  side  so 
that  your  mouth  and  the  heart  are 
aligned.  That  should  facilitate  the  ])ick-up 
process. 

•  There  are  about  22  seconds  between 
launchings  of  the  false  teeth.  Keep  this  in 
mind  as  you  scurry  about.  If  you  should 
happen  to  lose  track  of  time,  notice  how 
the  teacher  takes  a  distinct  one-seo3nd 
pause  just  before  he  lets  his  choppeis  fly.  If 
you're  being  pursued  and  the  teacher  sud- 
denly lets  up  and  stops,  bewajre:  the  den- 
tures are  about  to  sail. 

•  When  trying  to  move  through  the 
aerobic  dance  class,  it  is  easier  to  avoid 
the  exercisers  and  snatch  the  hearts!  if  you 
make  your  evasive  maneuvers  laterally 
across  the  screen.  If  you  try  to  make  your 
cuts  up  and  down,  it's  too  easy  for  the  un- 
predictable dancers  to  slide  across  smd 
stun  you  as  the  teacher  draws  near. 

•  When  you're  moving  down  the  stairs 
in  the  connecting  corridors,  the  best  way 
to  avoid  the  custodian  is  to  first  let  him 
approach,  and  then  quickly  move  Wjkie  to 
the  outside  of  the  staircase  by  pulliag  the 
joystick  down.  This  will  actually  let  the 
characters  pass  right  by  one  another  with- 
out making  any  deadly  contact.  B| 


30    MARCH  1988 


64  and  128  Software  RevJews/Mikie 

class.  Under  desks,  inside  lockers,  across 
floors  and  around  fields  he  must  dart  and 
dodge,  gathering  the  romantic  treasures 
without  getting  cornered  and  caught, 
There  are  two  kinds  of  hearts,  each  to  be 
snatched  in  its  own  way.  The  smaller  sized 
ones  can  be  easily  grabbed  by  simply 
passing  your  character  over  them.  Noth- 
ing to  it.  But  the  larger  hearts,  tb^e 
times  the  size  and  point  value  of  their 
midget  look  alikes,  can  only  be  collected 
by  Mikie  shouting  at  them  three  times. 
This  odd  maneuver  will  prove  to  be  a 
tough  one,  requiring  playei-s  to  first  work 
at  opening  up  a  sizeable  lead  over  their  te- 
nacious pm^uers,  so  that  they  will  then 
have  enough  time  to  stop  and  rapidly  tap 
the  fire  button  to  initiate  the  screams.  It's 
a  timing  move  that  will  take  plenty  of 
practice.  When  the  room's  entire  heart 
supply  has  been  gathered,  a  bell  will 
sound,  the  exit  door  will  unlock,  and  Mi- 
kie will  be  granted  access  to  a  hallway 
connecting  him  to  the  next  stage. 

The  game's  principle  challenge  is  one  of 
avoidance,  where  you  are  forever  strain- 
ing to  stay  one  step  ahead  of  your  high 
school  hunters.  To  help  you  along,  there 
are  a  few  secret  bonus  items  hidden 
throughout  the  building — like  basketballs 


stored  in  the  locker  room  or  chickens 
roasting  in  the  cafeteria  ovens — which 
can  be  held  and  tossed  at  the  chasers,  mo- 
mentarily stunning  them  and  aifording 
you  a  few  valuable  seconds  of  unham- 
pered heart  harvesting.  But  turnabout  is 
fair  play,  so  don't  be  too  sui-prised  if  an  en- 
raged teacher  attempts  to  impede  your 
progress  by  tr>ing  to  bean  you  with,  of  all 
things,  his  set  of  false  teeth.  I'm  not  sure  I 
picked  up  the  intended  symbolism,  if  any, 
but  a  bop  from  these  choppei-s  will  cost 
you  one  of  your  three  lives. 

If  you  happen  to  make  it  through  the 
final  phase  of  play,  in  which  a  squad  of 
football  players  closes  in  on  you  in  the 
schoolyard,  you  will  be  momentarily  unit- 
ed with  the  girl  of  your  desires,  a  victorj' 
tune  will  help  celebrate,  and  then  you'll  be 
blinked  back  to  the  first  classroom  to  do  it 
all  over  again.  But  don't  plan  on  even  get- 
ting a  look  at  these  linebackere  until 
you've  in\'ested  at  least  a  couple  of  hours 
at  the  joystick.  These  lessons  come  hard. 

On  close  inspection,  it  might  be  noted 
that  as  far  as  game  play  goes,  Mikie  really 
presents  nothing  uniquely  different.  The 
high  school  sweetheart  scenario  is  a  clever 
facade  used  to  dress  the  familiar  hunt  and 
hide  maze  genre.  While  Mikie's  graphics 
are  certainly  acceptable,  the  animation  is 


occasionally  missing  some  of  the  ciisp  pre- 
cision that  we've  come  to  expect  fi"om  this 
breed  of  arcade  contest.  But  as  I  sat  before 
my  monitor  making  mental  note  of  these 
minor  criticisms,  afternoon  turned  into 
evening,  which  later  moved  into  night, 
and  then  quietly  slipped  into  early  morn- 
ing. And  I  hadn't  cared  one  bit.  There  I 
was,  laughing  with  that  sort  of  half-crazed 
chuckle  of  addiction,  happily  tugging  at 
my  joystick,  ultimately  failing  my  mission 
and  immediately  going  back  for  more,  Mi- 
kie may  not  be  innovative  art,  but  it  cer- 
tainly is  a  solid  bit  of  arcade.  It  does  what 
it  sets  out  to  do  and  provides  enough  color- 
fiil  additions  and  high  speed  zap  to  make 
this  familiar  ground  well  worth  your  trav- 
el time. 

Mikie  is  one  of  four  new  packages  re- 
leased by  Konami  under  its  Action  City 
line,  a  subdivision  of  computer  arcade  con- 
tests that  are  being  offered  at  bargain 
prices.  Let's  hope  the  remaining  trio  is  as 
engaging  as  this  initial  offering. 

Lightweight,  challenging,  inexpensive 
and  above  all,  fun,  this  contest  will  be  a 
welcome  addition  for  all  arcade  buffs,  as 
well  as  an  enjoyable  reprieve  for  others 
looking  to  unwind  fhim  some  of  their 
more  serious  and  cerebral  game  sessions. 

Hey,  Mikie,  I  like  it,  Q 


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Commodcwt  IV  d  rtgiitefiM  ti*drni*(li  of  Civnmodo'ir  E^nlrWiKl.  Ltd  0H.if*  4  *  itniitmvk  O* 
Ouvitum  Ccynput^  S«rvK».  Inc  Gro^«f  1  /iAtotf^t  Amv^Kin  fncydcpMte  it  J  tr«dciYi*h  ol  Grotip* 
ElHlra.i>(  Pu&Irifiin^j   G£OS  jnd  a^rk^ip,  S«ti»o<hv  A't  ifMlMi^mn  vf  Bcffcclffv  So^^MK^tf 


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The  ConmKxIore  Connection. 


64  AND  128  SOFTWARE  REVIEWS' 


Reviewed  by  Jack  Emberly 


Bank  Street 
School  Filer 


Computer: 

Comjnocloi"e  64 

Publisher: 

Suiibui'st  Communications 

39  Wiishinglon  Awe. 

PleasaiitviUe,  NY  lOoTO-tKlTl 

Medium; 

Disk 

Price: 

mm 

Databases  have  a  maddening  effect  on 
teachers.  Tom  bet^veen  the  urge  to 
learn  and  teach  them  and  the  fear  of  con- 
fusing syntactical  commands  to  make 
most  programs  "do"  anything,  many 
avoid  filers  completely. 

Enter  the  Bank  Street  School  Filer,  a 
program  destined  for  mde  classroom  in- 
struction in  grades  5-12.  This  one  satisfies 
the  experienced  teacher's  demands  for  a 
sophisticated  RAM-based  filer  with  many 
advanced  options  while  patiently  answer- 
ing questions  such  as  "What  is  a  data- 
base?" and  "How  can  it  help  me?" 

Complete  Teaching  Resource 

Everything  from  how  to  boot  the  pi'o- 
gram  disk  and  retrieve  a  "file"  (database) 
to  creating  and  revising  one's  own  data- 
bases is  covered  in  ten  lessons  and  rein- 
forced in  29  worksheets  and  open-ended 
follow-up  challenges.  At  the  core  of  these 
are  27  "canned"  or  prepared  files  used  to 
demonstrate  concepts  and  options.  Guar- 
anteed to  hook  kids  are  file  subjects  such 
as  "whales,"  "dinosaurs"  and  "eats." 
Tfeachers  will  be  impressed  with  labor-sav- 
ing files  such  as  "finance,"  "inventoiy" 
and  "overdue"  (library  filel.  These  ciuined 
databases  save  both  groups  the  frustra- 
tion of  ha™g  to  set  up  a  database  before 
understanding  their  nature  and  value. 

The  Package 

Disks  include  program  and  backup,  a 
teacher  tutorial  disk  which  overview.s  the 
whole  program,  the  School  Filer  disk  con- 
taining the  pre-made  databases,  and  a 
classroom  "tools"  disk  which  provides  easy 
option  deletion,  renaming  and  printing  of 
files.  A  thick  plastic  binder  houses  the  les- 
sons, activity  sheets,  thought-provoking 
questions  and  answers.  In  addition  a 
handy  reference  manual  restates  cJl 
terms  and  options  covered. 

Teacher  Orientation 

Tfeacher  training  begins  \vith  the  tutori- 


Guaranteed  to 
hook  kids  are 
file  subjects 
like  "whales/' 
"dinosaurs" 
and  "eats," 


al  disk.  This  six-part  tour  uses  a  baseball 
league  file  as  a  model  of  what  a  database 
is,  how  it  is  created,  and  how  one  manipu- 
lates information.  At  appropriate  mo- 
ments key  terms  such  as  "database," 
"field,"  "record"  and  "file"  are  defined 
within  the  league  model.  The  computer 
creates  a  record  form  for  the  league  (the 
data  sheet  for  one  team).  Browsing 
through  the  data,  searching  and  sorting 
the  records,  ail  follow  at  appropriate 
times.  Finally,  creating  and  printing  re- 
ports is  dealt  with. 

More  Teacher  Lessons 

Everything  on  the  overview  in  the  tuto- 
rial is  reinforced  by  five  binder  lessons  for 
the  teacher  This  time  the  teacher  experi- 
ments v^-ith  a  typical  office-type  file  called 
"students,"  The  fields  (categories)  include 
name,  address,  phone  number  and  contact 
person.  Essentially,  the  objectives  here  are 
those  the  teacher  will  later  present  to  stu- 
dents. Lesson  one  teaches  the  basics — how 
to  boot  the  disk,  retrieve  a  file,  browse,  up- 
date, add  and  save.  Lesson  two  covers  the 
two  primary  operations — finding  and  sort- 
ing. Lesson  thiiee  explains  how  to  print  re- 
cords and  customize  reports.  In  lessons 
four  and  five  the  teacher  learns  how  to 
structure  a  file  by  defining  the  fields,  and 
later,  how  to  revise  files.  Continuous 
screen  prompts  and  numbered  directions 
in  documentation  make  progress  as  easy 
as  paint  by  numt»ers. 

Getting  Students  Started 

Part  n  repeats  what  the  teacher  just 
learned — this  time  with  students — in  the 
form  of  seven  lessons.  A  subsequent  three- 


lesson  section  called  "Later  Explorations" 
focuses  on  creating  one's  own  fiks.  My 
grade  seven  students  were  able  to  skip 
some  of  the  basics  and  move  to  this  sec- 
tion. They  used  a  database  planning  sheet 
(Activity  #18)  almost  immediately  to 
brainstorm  a  new  file  for  our  school's  com- 
puter monitor  list.  Formerly  we  tritnl  to 
manage  all  oui"  information  in  a  prnted 
timetable.  With  a  database  we  could  now 
record  each  monitor's  age,  grade,  list  of 
known  programs  or  degree  of  training. 
The  advantages  over  timetables  became 
clearly  obvious. 

This  highly  analytical  problem-solving 
exercise  taught  us  a  valuable  lessor  about 
School  Filer^s  labor-saving  capabilities,  lb 
avoid  the  drudgery  of  collecting  and  enter- 
ing all  new  computer  monitor  data  we 
printed  a  blank  form  of  the  record  t::  dis- 
tribute to  each  monitor  for  completion. 
Each  of  my  grade  sevens  then  filled  in  a 
few  records  at  separate  machines.  V/e 
then  followed  instructions  on  how  to 
merge  all  of  these  into  one  file. 

Ease  of  Use 

The  simplicity  oil  Bank  Street  School 
Filer  extends  both  to  searching  and  sort- 
ing routines  and  later  to  the  selecti(in  of 
field  types  when  creating  databases  from 
scratch. 

In  searching  recoixis  students  are 
prompted  with  a  querying  sentence  that 
begins  'Tind  every  record  where. . ."  Next 
a  side  window  illuminates  the  field 
names.  After  selecting  one  of  these,  the 
student  continues  the  quer>'  with  a  verb 
such  as  "is,"  "is  not,"  "is  before"  or  "ixin- 

Continued  on  Of!.  108 


34     MARCH  1988 


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Warpspeed  functions 
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SOFTWARE  REVIEWS- 


Reviewed  by  Gary  V,  Fields 


WordPerfect 


Computer:  Amijpi  (512K  Requii'ecl) 
Publisher:   WoixlPerfect  Conjonilion 
288  West  Center 
Orem,  UT  84057 
Price:         $395.00 


In  the  business  world  two  terms — "word 
processing"  and  "WordPerfect"— have 
become  all  but  synonymous.  In  fact,  some 
power  users  reftise  to  take  a  computer  se- 
riously until  the  WordPerfect  Corporation 
has  bestowed  their  blessing  by  releasing  a 
version  of  their  best-selhng  program  for 
that  system.  The  program  has  earned  this 
user  loyalty  by  including  any  and  eveiy 
feature  any  writer,  secretary,  business 
owner,  professor  or  student  could  want  or 
need  fixjm  a  word  processor.  Plus,  beyond 
the  traditional  word  processing  function, 
the  Amiga  version  of  WordPerfect  in- 
cludes a  115,000-word  spell  checker, 
healthy  thesaurus,  footnotes,  multiple 
headers  and  footers,  outline  and  math 
functions  and  powerful  macro  options. 

Why  is  WordPerfect  so  popular  among 
heavy  users?  They  answer  is  simple — 
power  and  options.  From  the  veiy  begin- 
ning WordPerfect  was  targeted  for  the  pro- 
fessional— not  novice — user  And  over  the 
years,  those  users  have  offered  sugges- 
tions for  features  they  would  like  added, 
offered  advice  on  how  to  improve  the  exist- 
ing feattires  and  complained  about  fea- 
tures of  the  program  they  didn't  like — and 
the  WordPerfect  people  listened  and  made 
those  changes.  So  the  Amiga  version  of 
WordPerfect  is  more  than  just  another 
word  processor,  it  is  a  premium  writing 
tool  which  has  evolved  over  time.  The  pro- 
gram's options  have  expanded  to  include 
all  the  features  a  writer  could  hope  for. 

Beyond  the  traditional  features  users 
have  come  to  expect  in  a  word  processor, 
this  one  includes  widow/oiphan  protection 
(for  professional  looking  printouts),  foot- 
notes, canceLrestore  (lets  you  recover  from 
deletion  errors),  automatic  hyphenation, 
truly  friendly  speller/thesaurus  options, 
an  outliner,  multiple  document  editing, 
true  multitasking,  macros,  help  screens, 
powerful  DOS  utilities,  options  to  open  a 
direct  window  into  CLI  and  auto  date  for- 
matting insertion — to  mention  only  a  few. 

The  package  comes  with  four  disks — 
WordPerfect,  Learn,  Print  and  Speller/ 
Thesaurus.  Whether  you  are  new  to  word 


From  the  very 
beginning  WordPerfect 
was  targete(j  for  the 
professional— not 
novice— user.  Perhaps 
best  of  all,  the  manual 
includes  WordPerfect 
Corporation's  toll-free 
support  telephone 
number. 


processing  or  are  an  old  hand,  you  will  ap- 
preciate the  Learn  disk.  It  is  a  collection  of 
sample  documents  which  match  those  dis- 
cussed in  the  manual's  tutorial.  Plus  it  in- 
cludes several  documents  which  allow  you 
to  test  your  printer's  features  and  help 
you  match  the  software's  features  with 
those  of  your  printer.  The  computer-using 
public  would  have  a  higher  regard  for  the 
software  industry  if  every  company  mar- 
keting productivity  software  spent  the 
time  and  effort  to  market  a  similar  disk 
for  their  products. 

The  Print  disk  lets  you  mate  your  print- 
er and  WordPerfect.  Instead  of  supporting 
only  the  printers  accessed  via  Work- 
bench's Preference  file,  WordPerfect  sup- 
ports nearly  200  printers.  The  first  time 
you  access  the  print  function  from  Word- 
Perfect, you  use  this  disk's  options  to  tailor 
the  printout.  This  is  done  through  a  sim- 
ple option-driven  menu.  After  you  cui-sor 
through  the  options  and  save  them  to  the 
WordPerfect  disk,  they  are  automatically 
set  each  time  you  boot  the  worf  pnx;essor 
While  this  set-up  procedure  may  be  a  bit 
alien  to  users  familiar  with  other  word 
processors,  the  actual  task  is  easily  done 
and  fail  pitiof.  Should  you  ever  change 
printers,  or  simply  want  to  redo  the  setup, 
all  you  need  do  is  repeat  the  procedtire. 

WordPerfect's  screen  shows  the  text  as  it 
will  appear  when  dumped  to  a  printer,  in- 
cluding margins,  on-screen  spacing,  text 
styles  (underline,  bold  and  italic  font 
faces  1  and  page  breaks.  Headers,  footers, 
footnotes  and  endnotes  are  the  only  infor- 
mation not  shown  on  the  screen  while  you 
are  entering  a  docimient.  These  must  be 
viewed,  edited  and  formatted  fixim  a  sepa- 
rate window.  (The  hidden  formatting 


codes  can  be  displayed  and  edited  by  se- 
lecting the  "reveal  code"  feature.) 

WordPerfect  can  be  started  frjm  either 
the  Workbench  or  CLI.  Although  the 
Workbench  makes  using  the  program  as 
simple  as  point  and  press,  I  prefer  using 
CLI  and  have  it  automatically  prompt 
and  update  the  date  and  time.  \Vhile  it  is 
not  essential  to  change  that  information 
each  time  you  use  the  program,  it  is  help- 
ful since  one  feature  of  the  program  allows 
you  to  automatically  input  the  dat<;  ( using 
a  variety  of  formats)  into  yotir  documents, 
but  more  importantly,  the  date  and  time 
are  stamped  on  your  saved  files  so  you  can 
quickly  separate  old  files  from  updates. 

The  program  is  completely  multitask- 
ing compatible,  so  you  can  run  a  t(!rminal 
program,  a  financial  analysis  package,  a 
game  or  any  other  program  at  the  same 
time  you  use  the  word  processor  This,  of 
course,  depends  upon  your  Amiga  laving 
enough  memory  to  handle  all  thos<;  tasks. 
WordPerfect  alone  requires  a  minimum  of 
512K.  I  use  the  program  vrith  MegaBoai'd 
2  (which  adds  two  megab3^s  to  my  sys- 
tem) and  have  yet  to  run  out  of  memory, 
nor  does  the  burden  of  multitaskins?  effect 
the  program's  speed. 

There  is  a  charge  for  WordPerfects  so- 
phistication beyond  its  premium  retail 
price  tag — time.  It  is  not  a  program  you 
are  going  to  master  in  one  sitting  or  even 
one  intense  weekend  of  non-stop  rend- 
and-do.  This  program  has  too  mimj'  op- 
tions for  quick  mastery  of  them  all.  In- 
stead, this  is  a  product  you  will  use  and 
gain  expertise  with  only  by  using,  "iliank- 
fully,  the  program  comes  preset  with  pop- 
ular parameter  values  (margins,  font  se- 
Continued  on  page  106 


36    MARCH  1988 


-T»H'E 


B/oiunoN:gfeB\PERCiiP 


1900 


'  orwegian  inventor.  Johann  Viiiuler, 
pateirts  the  paper  clip  in  (K'niuiny. 
The  nietaliic  (ie\ict'  allows  one  to  attach 
slieets  of  paper  together. 


1982 


Batteries  Inchidcd  iinerits  a  powerful 
word  processinj;  program  for  Com- 
modore* user.s — Paperclip".  Compatible 
with  virtually  every  popular  printer.  Paper- 
Clip  pnnides  user.s  with  fast.  fie.\ible  edit- 
ing and  formatting  freedom. 


Upgrade  to  Paperclip  III  by  .April  1. 
IWB.  Vie're  so  sure  that  this  is 
the  best  CG'i/liS  word  processing  pro- 
gram, that  we  invite  you  to  upgrade  from 
any  other  word  process()r  by  sending  us 
S2>.00  (plus  S.^  shipping  and  handling) 
along  with  the  manual  cover  from  jour 


1950 


By  virtue  of  its  sheer,  simple  power. 
Waaler's  paper  clip  endures  to  be- 
conu'  an  indispensable  item  for  both  (he 
home  and  office. 


1986 


Paperclip  II  becomes  the  #  i  best 
selling  CI 28*  word  processing  pro- 
gram. .Added  editing  and  formatting  fea- 
tures include  word-wrap  and  an  80- 
column  screen  mode.  Ikiilt-in  telecom- 
munications and  a  spelling  checker  make 
the  second  generation  a  supreme  package. 
Omni  Magazine  calls  PaperClip  II  "the 
Cadillac  of  word  processors." 


current  program.  If  you  already  own  pre- 
vious versions  of  PaperClip.  send  us 
SIS. 00  (plus  S.-^  shipping  and  handling) 
with  PaperClip  manual  cmer.  liiilier  way, 
we'll  give  you  a  ,^0-day,  money-back  gtiar- 
aniee  to  ensure  your  complete  satisfaction. 
No  facsimiles,  please.  Send  check,  money 
order  or  Visa.'.MaslerCard  information  to: 
Klectronic  .\rts.  PaperClip  III  I  pgrade, 
PO.  Box  "S.iO,  San  .Mateo,  C.\  OiKI.V 


l!('f  &  Olh  iff  re^btered  iradt-mjrk^  (►(  (noinnKlHTi-  tlnrirrpnit^.  lid 


BATTEPieSt 


INCLUDED 


i> 


1970 


hile  computers  diminish  paper 

Vflow.  new-fangled  variations  of 
Waaler's  paper  clip  emerge  in  an  array  of 
sizes,  shapes  and  colors.  Evolutionary  note: 
When  man  can  no  longer  invent,  he  must 
improve, 


1987 


,  nee  again,  Batteries  Included  out- 
'does  itself — and  the  competition. 
Presenting  more  formatting  commands 
than  ever  before,  PaperClip  111  lets  users 
select  multiple  line  headers  footers,  as 
well  as  outline  formats.  Pop-np  menus 
provide  easier  access  to  a  host  of  im- 
proved functions  and  printing  options. 
The  best  keeps  getting  better . . . 


Ultimate  Forms 
Follow  Ultimate  Functions 


t*ipt"rl.lip  and  KjiitTw  liM-iuikii  Jiv  iridi-mjik-i  -4  Lkklrmm  \rL^ 


^AMIGA^SOFTWARE  REVIEWS 

VideoScape  3D 

Computer  Amiga 

Publishen   Aegis  Development 

2210  Wilshire  Blvd.,  Suite  277 
Santa  Monica,  CA  90403 

Price:  $199.95 


A  fine-print  warning  on  the  packaging 
of  Aegis  Development's  phenomenal 
VideoScape  3D  program  tells  most  of  the 
story:  "Note:  VideoScape  3D  is  a  sophisti- 
cated script-file-based  animation  tool  de- 
signed for  producing  special  video  effects. 
It  is  intended  for  the  professional  or  ad- 
vanced video  hobbyist," 
Amen. 

VideoScape  3D  iVSSD)  is  one  of  the 
first  programs  to  exploit  the  extraordi- 
naiy  animation  abilities  of  the  Amiga. 
Using  VS3D  in  high-resolution  graphics 
modes,  Amiga  owners  can  approach  the 
kind  of  smoothly  realistic  computer  ani- 
mation that  has  become  so  popular  in  TV 
commercials,  sports  broadcasts  and  some 
special  effects  monies. 

Visual  excellence  has  its  price,  though. 
Getting  the  most  out  of  VideoScape  re- 
quires an  effort  comparable  to  learning  a 
programming  language.  It  will  require 
time,  patience  and  persistence.  While  ex- 
perimenting with  this  amazing  but  daunt- 
ing program,  a  phrase  kept  ringing 
through  my  mind:  "Kids,  don't  try  this  at 
home."  VS3D  can  generate  images  pre- 
viously beyond  the  reach  of  a  microcom- 
puter, but  realizing  those  results  will  take 
the  dedication  and  concentration  of  a  seri- 
ous computer  animator 

The  system  requirements  alone  suggest 
that  VS3D  is  not  for  the  new  Amiga  500 
owner  Although  it  is  possible  to  play 
ready-made  animations  with  a  512K 
RAM  machine,  the  creation  of  animation 
files  needs  a  minimum  of  one  megabyte  of 
RAM.  Realistically,  an  effective  VS3D 
system  should  include  at  least  2.5  mega- 
bytes of  RAM  and  a  second  3.5-inch  disk 
drive,  or  better  yet,  a  hard  disk  drive.  The 
program  will  recognize  a  maximum  of 
four  megabytes  of  RAM. 

At  the  center  of  this  package's  five  mod- 
ules is  Allan  Hastings'  VideoScape  3D,  a 
program  to  animate  and  draw  objects  and 
locations  in  three-dimensional  modeling. 
From  this  control  window,  VS3D  anima- 
tors load  objects  to  be  animated,  define 
camera  motion  (determining  the  point  of 
view  &\)m  which  the  animation  will  take 


Reviewed  by  Bob  Lindslrom 


place),  and  choose  whether  objects  vv-ill  be 
drawn  in  wire  frame  outline  or  solid  3D 
modeling.  The  control  window  also  allows 
you  to  load  IFF-compatible  backgrounds 
(which  can  be  drawn  with  Aegis  Iitwges, 
DeluxePaint  or  any  other  IFF  drawing 
program)  and  choose  screen  resolutions 
fium  the  352  X  200  pixel  low  resolution  to 
a  maximum  704  X  440  pixel  hi-res  overs- 
can display.  Of  course,  the  higher  the  reso- 
lution, the  more  RAM  and  disk  space  the 
final  animation  will  use. 

The  first-time  user  can  begin  by  loading 
a  sample  object,  such  as  a  red  Lotus  sports 
car  contained  on  the  program  disk.  Mov- 
ing to  the  display  screen,  you  will  see  the 
sports  car  rendered  as  a  wire  fi-ame  or  sol- 
id object  according  to  your  choice.  In  Man- 
ual Animation  mode,  you  can  turn,  tilt, 
lower  or  raise  the  car  by  pressing  the  keys 
of  the  numeric  keypad.  Each  fi-ame  of  the 
resulting  animation  can  be  saved  to  disk 
as  an  individual  EFF-compatible  graphics 
file  or  the  entire  animation  can  be  saved 
in  ANIM  format,  a  new  IFF  file  standard 
created  by  Aegis  for  the  storage  of  data- 
compressed  animations. 

This  kind  of  intixxiuctory  exercise  re- 
veals two  of  the  merits  of  VideoScape  3D. 
First,  the  animations  can  appear  remark- 
ably smooth  and  lifelike.  Second,  new 
fi:-ames  are  rendered  at  a  surprisingly  fast 
rate.  For  those  used  to  15-20  minute  ray- 
tracing  renderings,  VideoScape  seems  to 


run  at  a  blistering  pace,  taking  a  few  sec- 
onds or  several  minutes  to  create  an  im- 
age, the  length  of  time  depending  on  the 
complexity  of  the  scene.  TTie  Manual  Ani- 
mation mode  provides  almost  instant 
feedback. 

Although  the  manual  animation  con- 
trol via  numeric  keypad  can  provide 
pleasingly  fast  results  for  beginners,  the 
real  power  of  VS3D  is  accessible  only 
through  the  creation  of  script  files.  Using 
a  standard  text  editor  such  as  the  /uniga's 
ED  command,  it  is  possible  to  numerically 
describe  the  design  and  location  of  every 
object  in  every  frame  as  well  as  camera 
position  and  the  placement  of  a  light 
source. 

Writing  script-based  motion  files  will 
unlock  the  flexibility  of  VS3D.  It  a  so 
opens  a  Pandora's  Box  of  challenges  that 
is  beyond  the  scope  of  this  revie\v.  In  brief 
terms:  in  order  to  make  the  most  of  VS3D, 
you  will  have  to  learn  to  "program"  in 
VS3D. 

The  script-based  concept  ultimatsly  is 
the  essence  of  the  program,  whether  you 
are  animating  scenes  or  designing  iQ  ob- 
jects. Animations  and  objects  in  VS3D 
script  files  are  written  by  identifyir.g  ev- 
ery point  of  evety  object  according  to  an  X- 
Y-Z  geometric  coordinate  grid.  Starting 
fiwm  a  zero  point,  the  user  must  define  ev- 
ety point  in  an  object  according  to  how  far 

Continued  on  page  105 


38    MARCH  1988 


Hardworidng  software  for  your  Amiga 


BeckerText — More 
than  just  a  word 
processor.  WYSIWYG 
formatting.  Merge 
graphics  into  your 
documents,  automatic 
table  of  contents  and 
indexing.  Calculations  of 
numeric  data.  Multi- 
column  printing.  Built-in 
spelling  checker  checks 
as  you  type.    $150.00 


TEXTPRO— Full-function 
wordprocessor  that's  easy-to- 
use.  Loaded  witti  a  number  of 
extras.  On-screen  (ormatting, 
Centering,  justidcation,  footers, 
headers,  auto-hyptienation. 
Merge  graphics  into  your 
document,  and  more.  $79.95 


ASSEMPRO— Program  your 
Amiga  in  assembly  language 
with  ease.  Extensive  editor, 
multiple  windows,  search, 
replace  more.  Fast  two-pass 
macro  assembler  with  auto 
linking,  includes  entire  functions 
library.  S99.95 


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Abacus 


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DataRetrieve— 
Powerful  database  for 
your  Amiga  that's  fast. 
Huge  data  capacity  and 
is  easy-to-use.  Quick 
set  up  with  onscreen 
templates.  Password 
security.  Sophisticated 
indexes  and  searches. 
Output  to  most  printers. 
Data  management  could 
not  be  easier.  $79.95 

Call  or  write  to  inquire  about  our  complete  line  of  books  and  software 

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If  your  Amiga  dealer  doesn't  carry  Abacus  products,  then  have  him 
order  tliem  for  you.  Or  you  can  order  direct  using  the  following  order 
blank  or  by  calling— <616)  696-0330 

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Total         QSi ElQflum- 


BecherTeit     StSO.DO 
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Oty.    Produgs 

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AssemPro 

In  USA  add  54.00  lor  S  4  H  Foieiga  add  S12.00  per  item 

Mictiigan  residents  include  4%  sales  tax 

Total  amount  enclosed  (US  lunds) 

Payraeni:  (    )  I^C    (   )  VISA    I    )  Am.  Express    (    )  Check 

l3aidNo 

r^ame _^^_«^^-^ 

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Price 


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_Exp 


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Cadpak — The  profes- 
sional design  tool.  Enter 
detailed  drawings  with 
Ihe  keyboard,  a  lightpen 
or  1531  mouse.  Flexible 
object  editor  to  create 
libraries  of  furniture, 
electronics,  etc.  Zoom  in 
to  do  detailed  work. 
Outputs  in  exact  scale 
to  most  printers. 

C64    S39.95      0128    S59.S5 


BASIC  COMPILER— Now 
anyone  can  make  their  BASIC 
programs  run  faster'  Easily 
convert  your  programs  into  ma- 
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If  your  program  wali<s  or  crawls, 
give  it  the  speed  to  RUN! 
C64    $39-95      C128    $59.95 


Craftsmanship 


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the  internals  of  GEOS.  $16.95 


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Super  C — Now  you  can 

program  in  C  on  your 
computer.  Produces 
machine  code  that's 
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Includes  full  screen 
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and  math  libraries  are 
included.  A  complete  C 
development  package, 

C64    359.95      CI 28    S59,95 


Call  or  write  to  inquire  about  our  complete  line  of  books  and  software 

If  your  Commodore  dealer  doesn't  carry  Abacus  products,  then  have 
I      him,  order  Ihem  tor  you.  Of  you  can  order  direct  using  the  following 
I      order  blank  or  call— (616)  698-0330 
I       Qlv       Procuds EflCfi Iflla!      Qtt OsslUSS, EllCfi Ifllal 


Dept,  MC2  •  5370  52nd  Street  SE  •  Grand  Rapids,  Ml  49508 
Phone  616/698-0330  •  Telex  709-101  •  Telefax  616/698-0325 
Call  or  write  for  your  free  catalog.  30-day  money  back  guarantee  on 
software.  Dealer  inquiries  welcome — over  2400  dealers  nationwide. 


Cndpnk  6i     S39.95    Super  C  64  S59.95    

Cidpak  126     59.95 Super  C  1?8  59.95    

BASIC  64         39.95    GEOBTST  16.95    

BASIC  128      59.95   . Ml  residenis  add  4%  sales  lax      

In  USA  add  $4.00  for  S  4  H  Foreign  add  S12.00  per  item  

Total  amount  enclosed  (US  iunds)  

Payment:  ,(    ]  MC    I    )  VISA    |    |  Am.  E<press    (    )  Check    (    (Utoney  Order 

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Oty 


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^:^J 


'Wfe  Focus 


In  the  growing  video  market  one  company 
leads  the  way  in  top-quality,  low-cost, 
computer  effects  software.  Aegis.  You'll  find  our 
products  working  at  ev^ery  level  in  the  video 
field.  Professionals  in  television,  video  produc- 
tion, cable  TV,  industrial 
and  government  video, 
college,  schools — you 
name  it,  we're  there. 

We're  there 
because  our  prod- 
ucts provide  flex- 
ible technology 
that  sparks  the 
imagination.  Tech- 
nology that  gets 
the  job  done. 

You'll  find  us  at 
Prism  Graphics 

For  Jeff  Bruette  the 
Amiga  spells  suc- 
cess. He  uses  Aegis 
programs  like 
VideoScape  3D, 
VideoTitler,  and 
Animator  to  help 
him  produce 
graphics  and 
animations  for 
television  pro- 
grams like  Max 
Headroom  and 
Secrets  and 
At  MetaVision  Mysteries. 

When  Theo  Mayer  and  Peter  Inova  began  work 
on  a  video  project  for  Universal  Studios  tours 
they  decided  to  try  out  an  Amiga  for  a  particular 
effect  they  wanted.  It  worked  perfectly,  and  they 
saved  thousands  of  dollars  in  post  production 
fees.  Next,  they  put  Aegis  products  to  work  pro- 
ducing animations  for  a  McGraw-Hill  home 


video.  I^hey  were 
convinced,  and 
the  Amiga  with 
Aegis  sciftware 
became  an  integral 
part  of  the  studio. 

At  Masi:er 
Comim  uiications 

The  publishers  of 
the  popular  Board  Sailing  Year  annual  video  put 
Aegis  software  to  work  for  their  corporate 
clients.  An  Amiga  2000  is  part  of  their  video 
production  house  and  they  use  products  like 
VideoScape  3D,  Animator  and  AudioM:ister  for 
special  effects  and  logos. 

And  at  PLxelight 

Independent  Amiga  artist,  Nick  Poliko,  uses  Aegis 
products  to  create  graphics  and  animations  for 
such  clients  as  CommCorp,  Purolator,  2:nd  Union 
Gas.  They  use  his  artwork  for  everything  from 
public  relations  videos  to  attention  getters  at 
trade  shows. 

With  Products  ^^ 

for  Graphics, 
Animation 

We  handle  metamor- 

phic,  eel,  and  color 

cycling  animation 

with  Aegis  Animator. 

Animations  are 

created  and  edited  in 

an  interactive  environment  allowing  you  to 

watch  your  animation  as  you  build  it.  Winner  of 

the  1986  CES  Award  of  Excellence,  Animator  has 

already  found  thousands  of  uses  around  the 

world.  Included  in  the  S  139.95  price  is  the 

Images  paint  system. 

Award  winning  in  its  own  right  Images  is  a  lot  of 
paint  program  for  a  small  price.  With  color  cycling, 
mirrors,  airbrush,  pantograph,  gradient f:ll,  over 40 


Aegis  Animolot,  Imoges,  WeoScope  3D.  AudioMoster.  Sonii,  Vldeor<ICf,  and  ImpotI  arc  Hademarks  of  Aegis  Develspnwm,  (IK. 
AHIM  is  1  If jJcnurk  iif  Spoita/Ae^ii  Development,  inc.  Amiga  is  a  icgLMcftd  iradcmark  of  CommodOfe-Amigo.  Inc. 
Thir  Alfl  Comcoider  is  a  prusiuci  of  Sony  Coiporotlon  anil  ii>  use  in  Ihis  ad  is  mw  an  cildorsCTIlcnt  bv  Sony  of  Aegis  producw. 


on  Video 


other  features,  and  a  price  of 
339. 95,  Images  has  the  best  price/ 
performance  ratio  in  paint 
pacliages. 

Business  graphics  are  a  snap 

with  Impact!  Pie,  bar,  line,  area, 

symbol,  and  scatter- 

gram  charts  are  all 

easily  created  with 

ever}'  element  of  the 

chart  from  labels 

to  axes  available 

for  editing. 

You  also  get  a 

slide  show 

generator  with 

eight  different 

dissolves  and 

wipes.  All  for 

$89.95. 

For  the  advanced 
animator  VideoScape 
3D  provides  an  environ- 
ment rich  in  3 -dimensional  capabilities.  Object 
motion  and  metamorphosis,  camera  motion,  light 
sources,  IFF  foregrounds  and 
backgrounds,  and  the  ability  to 
create  animations  in  the  ANIM 
format  are  just  a  few  of  the  features 
that  make  the  S 199. 95  price  tag  a 
'great  buy. 

For  titling  you  can't  beat  Aegis 
VideoTitler.  It  supports  all  of  the  Amiga 
fonts  as  well  as  its  own  polytext  fonts, 
works  in  four  different  resolutions  and  uses 
overscan.  It  has  20  different  styles,  works 
with  IFF,  uses  halfbrite  if  available,  and 
supports  the  ANIM  format.  Included  in  the 
amazing  S 149. 95  price  is  a  slideshow  genera- 
tor that  can  mix  ANIM  animations  with  slides. 


And  Sound 

Our  video  effects  don't  stop  with 
great  visuals.  Programs  like  Sonix 
and  AudioMasier  take  on  the  world 
of  music  and  sound  as  well.  Winner 
of  a  CES  1987  Award  of  Merit,  Sonix 
lets  you  create  your  own  instru- 
ments, compose  music,  and  work 
with  MIDI  instruments.  All  for  S79.95. 

We  back  up  Sonix  with  AudioMaster, 
a  digital  sampling  and  editing  pro- 
gram. It  features  interactive  editing 
of  the  waveform  and  effects  like 
echo,  reverse,  and  low  pass  filtering. 
It  also  makes  use  of  expansion 
memory  (up  to  95  MB)  for  extra 
long  samples.  Just  359.95- 

For  more  information  and  the  dealer  nearest  you: 
(213)  392-9972  or  to  order  direct: 
1-800-345-9871. 


2210  Wilshire  Blvd.,  Suite  277 
Santa  Monica,  CA  90403 


AMIGA  SOFTWARE  REVIEWS' 


Reviewed  by  Jeffeiy  Scott  Hall 


Test  Drive 


Computer:  Amiga 
Publisher   Accolade 

20813  Stevens  Ci-eek  Blvd. 

CuiKitiiio,  CA  95014 
Price:         $44.95 

Have  you  ever  wondered  what  it 
would  be  like  to  go  into  a  dealership 
that  specializes  in  sports  cars  and  test 
drive  the  car  of  your  dreams?  Well  here  is 
your  chance!  Test  Drive  by  Accolade  puts 
you  behind  the  wheel  of  your  favorite 
sports  car.  The  game  stalls  out  wdth  a 
glamourous  title  sequence,  while  a  stereo 
soundtrack  plays  in  the  background.  Tb 
abort  the  sequence,  press  the  fire  button 
on  the  joystick,  and  the  game  will  finish 
loading.  Now  comes  the  hard  decision— 
which  car  to  drive? 

Choosing  a  Sports  Cai" 

The  screen  is  now  split  in  half,  showing 
one  of  the  five  sports  cars  that  you  may 
test  drive  and  the  specifications  of  the  cur- 
rent car.  To  cycle  through  the  different 
cars,  press  the  joystick  up  or  down.  This 
will  cause  the  top  portion  of  the  screen  to 
scroll,  displaying  a  different  sports  car, 
and  the  bottom  portion  to  display  specifica- 
tions. The  cars  from  which  you  may 
choose  are  Lamborghini,  Feirari,  Porsche, 
Lotus  and  Corvette.  Each  car  performs 
just  like  in  real  life,  including  speed  and 
handling. 

You  had  better  bring  along  your  Swiss 
bank  account  money,  because  you're  going 
to  need  it.  For  instance,  the  Lamborghini 
has  a  top  speed  of  173  mph,  mid-engine/ 
rear  drive  handling  and  a  price  tag  of 
(gulp)  $135,000.  While  the  Cor\'ette  has  a 
top  speed  of  154  mph,  fixinf  rear  handling 
and  a  price  of  only  835,000.  To  select  your 
car,  press  the  fire  button. 

Seeing  What's  Ahead 

Now  that  you  have  selected  a  sports  CcU", 
let's  take  a  look  at  what  lies  ahead.  The 
object  of  the  game  is  to  drive  as  fast  as  you 
can  along  a  mountain  road,  while  avoid- 
ing obstacles  such  as  Sunday  dinvers,  on- 
tximing  traffic,  pot  holes,  water  slicks  and, 
most  of  all,  the  fuzz.  Whoops,  I  almost  for- 
got the  little  bird  that  flies  over  and  splats 
on  your  windshield  (it's  not  just  the  car 
that  has  real-life  performance). 

In  addition  to  this,  you  must  keep  your 
car  on  the  road  without  crashing,  which  is 


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Wm  I  If.  IMi 

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UttlM   HNilt 

Ml)  Ha  1/1  Nit 

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no  simple  task.  The  game  ends  after  you 
have  crashed  your  car  five  times  or  you 
rear-end  an  officer  of  the  law.  (As  a  wise 
man  once  said,  "He  who  rear-ends  a  cop, 
gets  his  rear  ended.") 

Burning  Rubber 

Now,  it  is  finally  time  to  see  what  this 
fancy  European  or  American  car  has  un- 
der the  hood.  It  will  not  be  as  simple  as 
plying  a  lead  foot,  because  this  is  no  ordi- 
nary highway.  The  perspective  you  have 
is  that  of  a  person  sitting  behind  the 
wheel  looking  out  through  the  windshield 
of  the  car.  In  the  top-middle  of  the  wind- 
shield, you  have  a  reai-view  mirror  which 
is  very  detailed,  showing  the  cars  you 
have  passed  and  the  distance  they  are  be- 
hind you. 

The  mountain  route  you  must  drive  has 
a  nice  perspective  to  it  and  makes  you  feel 
like  you  are  actually  dri\ing  on  the  road, 
lb  accelerate  push  the  joystick  up,  to  de- 
celerate push  down,  and  to  shift,  gears, 
press  the  fire  button  while  pushing  the 
joystick  up  or  down.  It  takes  a  lot  of  prac- 
tice to  shift;  gears,  because  it's  not  just  a 
matter  of  shifting,  but  rather  knowing 
when  to  shift.  When  you  do  shift  gears, 
there  is  a  window  that  opens  in  the  lower 
right  comer  of  the  dashboard  displaying 
the  gearshift  and  the  gear  you  are  cur- 
rently in.  There  are  also  t\vo  indicators  on 
the  dashboard,  one  for  the  cun-ent  mph 
and  another  for  rpm.  The  mph  indicator 
simply  displays  your  current  speed,  while 
the  rpm  indicator  tells  you  how  much 


faster  you  can  go  without  blowing  your 
engine  in  the  current  gear. 

The  most  important  device  on  your  car 
is  the  radar  detector  This  device  is  located 
in  the  upper  left  part  of  the  windsliield,  at- 
tached to  your  sun  visor  When  the  red 
lights  start  flashing  on  the  radtu-  detector, 
it  means  that  a  radar  gun  has  been  detect- 
ed, so  slow  down.  It  is  safe  to  speed  up 
when  the  red  lights  turn  to  green. 

The  Pit  Stop 

Once  you  have  completed  the  stretch  of 
road,  your  car  automatically  pulls  over 
into  one  of  four  gas  stations.  Here  you  are 
given  your  average  speed,  the  time  it  took 
for  you  to  complete  the  stretch  of  road  and 
your  total  points  so  far.  If  your  scoi^  is  too 
low,  the  dealership  \rill  have  called  ahead 
and  told  the  gas  station  to  send  you  back. 

Winning  the  Game 

If  you  are  successful  and  do  complete 
the  mountain  road  four  times,  your  car 
will  automatically  pull  over  into  the  deal- 
ership for  the  surprise  of  your  fife.  Inside 
the  glove  compartment  is  the  tide  to  your 
car,  which  the  dealership  has  signtxl  over 
to  you.  The  game  will  now  prompt  you  for 
your  name  (if  your  score  is  high  enough) 
in  order  to  put  you  in  the  top  drivers  hall 
of  fame. 

Comments 

One  complaint  I  have  is  the  fact  that 

Continued  on  nnge  113 


42    MARCH  1988 


An  open  letter  to 

the  readers  of  Commodore 

Richard  Olsen 

President:  The  Ennon  Corporation 


My  purpose  in  writing  is  to  ask 
you  10  join  me  in  shaping  tiic 
future  of  the  new  and  most  unusual 
field  in  computer  technology  today: 
Artifical  Intelligence. 

This  incredible  power  and 
spectacular  creative  potential  are 
available  to  you,  for  your  computer 
right  now.   However'  there  is  an 
alarming  possibility  that  such 
amazing  technology  which  you 
have  every  right  to.'  may  not  be 
available  to  you  other  that  through 
this  offer. 

This  is  unfortunate  but  somewhat 
understandable  due  to  the  way 
technology  is  created.   You  see,  only 
the  business  oriented  corporation 
can  finance  research.   !t  therefore  is 
in  a  position  to  dictate  immediate 
research  goals.  These  goals  are 
increasing  profits  through  more 
efficient  production.  While  valid, 
they  are  merely  creative  and  do 
absolutely  nothing  to  foster 
exploration  in  new  applications.  The 
result:  technology  is  never  used  to 
its  fullest  potential.   But  what's  worst 
of  ail  is  that  these  competitive 
corporations  have  absolutely  no 
desire  to  share  technology  with 
each  other,  let  alone  with  you.   So. 
they  don't.  As  a  result,  the 
infinitesimal  amount  of  technology 
that  finally  trickles  down  to  you  is: 

A.  So  expensive  you  are  pro- 

hibited from  procurring  it 

B.  Shamefully  inferior  to  the 

real  thing 
remember.. you  can  buy  high-tech 
consumer  goods,  but  never  the 
technology  that  creates  it. 

This  same  situation  confronts 
you  in  the  new  Artificial  Intelligence 
field,  but  with  a  difference: 
There  is  no  inw  Artificial 
Intelligence  for  the  home  computer 
user!  The  few  programs  claiming  to 
be  Artificial  Intelligence  are  really 
simulators.   The  are  not  the  real 
thing.    Possessing  a  mere  token  of 
the  power  and  versatility,  simulators 
are  clearly  not  worth  their 
expensive  price. 

I  have  tried  repeatedly  to 
convince  my  colleagues  that  it  is  in 
their  best  interest  to  release  genuine 
Artificial  Intelligence  to  the  general 
public.   The  refinement,  modification 
and  adaptation  as  individuals  create 
new  applications  would  improve 
Artificial  Intelligence  tremendously. 


This  would  benefit  everyone  in  the 
long  run. 

!  have  met  with  little  success. 
Apparently,  it  seems  that  immediate 
corporate  profit  is  more  important 
than  sharing  technology  with  the 
public.  Therefore,  the  Ennon 
Corporation  stands  alone  in  offering 
superior  Artificial  Intelligence 
programming  directly  to  the  home 
computer  enthusiast. 

Announcing  AN-83: 
The  "Thinking"  Program 

Believe  me  when  I  say  AN-83  is 
the  real  thing.   It  is  a  true  "thinking" 
program  that  receives  an  initial 
"knowledge  base"  from  a  data  file 
read  when  AN-83  is  started.  Using 
inductive  and  deductive  logical 
analysis,  this  amazing  program 
deduces  everything  from  that  data 
and  adds  it  to  its  memory. 
Conversing  with  you,  AN-83  adds 
and  combines  with  facts  already 
known.   It  generates  new 
conclusions  not  explicitly  contained 
in  its  original  knowledge  base — just 
like  your  own  thinking  process!  The 
result:  it  knows  considerably  more 
than  the  specific  facts  given  to  it. 

AN-83  can  also  think  about 
anything.   It  is  virtually  unlimited  in 
its  application.  Think  of  your 
possibilities.   The  potential  is 
limitless.   In  the  right  hands.  AN-83 
would  revolutionize  the  adventure, 
strategy  and  other  smart  game- 
playing  programs  to  say  nothing  of 
classic  arcade  games.  On  the  other 
hand,  AN-83  could  be  one  of  the 
most  powerful  business  analysts 
available  to  the  home  computer. 

FREE  SOFTWARE 

In  addition,  you  will  be  receiving 
free,  Eliza-thc  most  amazing 
conversational  A.I.  program  to  date. 
Run  this  for  your  friends  and  jaws 
will  drop  with  amazement.   Eliza's 
responses  are  so  human,  it's 
uncannv.   An  entertaining  program. 
Eliza  will  answer  once  and  for  all 
the  question:   What  can  your 
computer  do? 

How  to  Learn 
Artifical  Intelligence 

You  can  be  creative.   Experiment 
and  modify  to  fit  your  personal  use 
because  AN-83  and  Eliza  both 
possess  source  code  in  basic,  the 
most  popular  easy  to  use  language 


for  the  micro.  Their  extensive,  easy 
to  understand  commands  walk  you 
through  the  source  code 
step  by  step.   It's  suprisingly  simple. 
Even  the  beginner  can  understand 
the  "How  and  Why  of  A.I." 
A  Fantastic  Savings 

The  real  profit  to  Ennon 
Corporation  will  be  your 
participation  in  the  future  of 
Artifical  Intelligence.  Therefore,  I 
am  pleased  to  say  nobody  will  miss 
this  chance  because  they  could  not 
afford  it.   AN-83  is  priced  to  cover 
just  a  fraction  of  its  research  and 
developmental  costs. 

The  "Thinking"  Program  AN-83  is 
just  $23.57.   What's  more,  the 
astounding  Eliza  is  yours,  absolutely 
free. 

I  guess  it's  obvious  that  I  want 
you  to  participate  in  the  future  of 
Artificial  Intelligence.   Forgive  my 
excitement  and  enthusiasm  but  I 
just  know  you  are  going  to  be  very 
happy  and  impressed  that  such 
things  could  be  done  with  your 
computer.   You  just  won't  believe  it. 
Please  take  this  opportunity  now. 
Simply  fill  out  your  coupon  below 
and  mail  today.   Don't  miss  out.   It's 
such  a  wonderful  future  of 
discovery  and  excitement  that 
awaits  you. 

With  the  very  best  of  wishes. 


Richard  Olsen 

n  Please  send  me  the 
"Thinking"  Program  AN — 83 
for  only  S23.57. 
In  addition,  I  will  receive 
absolutely  FREE  Eliza  -  the 
most  impressive  conversational 
Artifical  Intelligence  program  to 
date 

Available  in  disk  only. 

Fof  use  with  (be  COMMODORE  64 


Name 

Address 


City- 
state  . 


,  Zip  Code_ 


THE  ENNON  CORPORATION 

1718  Connecticut  Ave.  N.W.,  Suite  410 
Washington.  D.C.  20009 

Canadian  orders  musi  be  in  U.S.  dollars. 
COMMODORE  64  is  a   regislered  trademark. 


SOFTWARE  REVIEWS' 


^^vMlG^: 


Terrorpods 

Computer:  Amiga  (512K  RequimI) 

Publisher:    Psygnosis,  Ltd. 

Distiibuted  in  the  U.S.  by: 
Computer  Soft\s'ai^  Senices 
2150  Executive  Dr. 
Addison  JL  60101 

Price:         $39.95 


rbrrorpods  is  much  more  than  just  an- 
other strategy-arcade  game — it  is  a 
heart-palpitating  experience.  The  game 
unfolds  on  a  huge,  three-dimensional 
world  filled  with  digitally  perfect  sound  ef- 
fects, real-time  animation  and  impeccable 
graphics  that  complete  the  illusion  of  re- 
ality. Terrorpods  is  one  game  that  tran- 
scends passive  phrases  or  clinical  exami- 
nation. If  any  game  on  the  market  de- 
serves the  description  of  one  which  could 
"knock  your  socks  off,"  Terrorpods  is  it.  In 
a  nutshell,  this  one  will  shock  you  with  its 
realism,  lull  you  with  beautiful  graphics 
and  frustrate  you  with  its  challenge. 

Here's  the  story  line:  What  begins  as  a 
gimple  assignment  to  defend  a  lazy  min- 
ing colony  in  an  area  of  the  universe 
called  System  Seven,  turns  nasty  when 
aliens  decide  they  want  to  take  the  ore  the 
mines  are  producing — without  paying  for 
it.  As  the  poor  devil  in  charge  of  the  plan- 
et's defense,  you  are  torn  between  defend- 
ing the  mines  and  factories  or  defending 
yourself.  Like  real  war,  3'our  task  goes  be- 
yond simply  shooting  and  dodging.  Tb  suc- 
ceed (or  just  survive),  you  must  figure  out 
ways  to  conserve  the  resources  at  your  dis- 
posal, decide  which  installations  are  ex- 
pendable and  which  you  must  both  defend 
and  rebuild.  Plus  you  must  simultaneous- 
ly trade  for  material  to  maintain  your  own 
existence  (weapons,  repairs,  defense 
shields,  etc.),  battle  the  attacking  pods 
and  discover  a  way  to  desti-oy  their  moth- 
er ship — or  perhaps  arrange  a  peace 
agreement. 

Terrorpods'  complexity  brings  new 
meaning  to  the  combined  label  "strategy- 
arcade."  Although  sound  strategic  plan- 
ning is  necessary  to  win  the  game,  Terror- 
pods was  not  cast  in  the  same  hexagon- 
blocked  mold  of  traditional  strategy 
games.  Instead,  the  playing  field  looks  as 
genuine  as  the  landscape  out  your  kitchen 
window  (providing  your  window  faces  the 
menacing  terra  firma  of  some  distant 
planet).  Movement  is  not  restricted  to 
turns  or  blocks — instead  the  action  is  non- 


Reviewed  by  Gary  V.  Fields 


This  one  will  shock  you  with  realism, 
lull  you  with  beautiful  graphics  and  frustrate 
you  with  its  challenge.  Terrorpods  complexity 
brings  new  meaning  to  the  combined 
label,  strategy-arcade, 


stop,  and  your  abilitj'  to  move  is  restricted 
only  by  your  physical  condition.  As  far  as 
arcade  is  concerned,  Terrorpods  is  true  to 
those  roots — it  is  fast,  challenging  and  re- 
quires every  muscle  your  wrist  has  ever 
developed  to  win.  But  you  cannot  win  by 
pounding  your  fire  button  alone,  nor  can 
you  win  with  only  sound  strategy.  To  win 
you  must  use  both  your  intelligence  and 
your  best  reflexes. 

During  the  conflict,  you  are  positioned 
in  a  D.S.V.  (Defense  Strategy  Vehicle), 
which  is  controlled  by  both  mouse  move- 
ment and  keyboai-d  input.  This  sensible 
interface  selection  allows  you,  with  a 
minimum  of  eifoit,  to  both  master  and 
control  the  game.  For  the  most  part  you 
can  control  your  defenses  with  the  mouse, 
lb  move  to  the  right,  you  move  the  mouse 
to  the  right;  to  fire  a  laser,  you  press  the 
left  button,  and  to  rebuild  a  damaged  com- 
plex, you  press  the  right  button.  The 
mouse  also  works  well  handling  the  fast 
arcade  action  (if  you  prefer,  a  joystick  can 
be  used).  But  the  sh-ategically  important 
commands  ai-e  input  via  the  keyboard. 
Warp  movements  between  sectoi-s  ai-e  se- 
lected via  the  function  keys,  radio  trans- 
missions are  accessed  by  pressing  "R,"  and 
the  screen  maps  are  displayed  and  stored 
again  via  "M."  A  protective  "semi-opa- 
que" protective  field  can  be  dropped 


around  the  D.S.V.  by  pressing  the  space  bar. 

The  advantages  of  being  an  accurate, 
speedy  typist  become  apparent  whim  you 
need  to  transmit  a  coded  radio  message  to 
any  of  the  colonies,  mines  or  factories 
around  your  defensive  position.  This  is 
done  by  pressing  "R"  (for  radio  >  and  then 
entering  a  four-letter  code  followed  by  RE- 
TURN, lb  succeed  (the  messages  are  vital 
to  your  survival ),  messages  must  bt;  trans- 
mitted within  a  limited  time  sptm.  If  suc- 
cessfiil,  you  can  summon  help  for  your  de- 
fense fixim  the  mines  and  factories  around 
you  or  trade  your  surplus  for  the  defensive 
supplies  you  need. 

Not  only  can  you  move  your  own  D.S.V. 
around  the  hostile  terrain,  but  you  can 
also  dispatch  a  surface  "drover"  (robot) 
which  can  move  independently  and  con- 
tact or  trade  with  vita!  installations.  The 
inclusion  of  such  a  feature  adds  to  the 
challenge  and  fun  and  to  the  game  s  real- 
ism. Space  exploration  has  always  been 
dependent  upon  remote-controlled  lools. 
The  importance  of  this  surface  dixiv  ei'  be- 
comes apparent  if  the  D.S.V.  is  either 
damaged  or  drained  of  supplies.  The  drov- 
er can  retrieve  supplies  while  you  concen- 
trate on  more  threatening  situatiors  like 
incoming  missiles,  attacking  Terrorpods 
or  rebuilding  vital  installations  wLch  the 

pods  have  blasted.  Cnntin  ued  on  iKige  108 


44     MARCH  1988 


*'#  ^f 


our 
ination! 


-I 


Are  you  a  graphic  artist?  An  audio/ 
video  specialist?  A  computer  enthu- 
siast? Just  as  the  Commodore 
Amiga  dazzled  the  computer  world, 
THE  AfillGA  -  this  Sizzling  new  booli 
tram  Microsoft  Press  -  will  spur 
your  imagination  to  new  horizons  of 
creativity.  If  you  have  some  BASIC 
programming  experience,  get  ready 
to  produce  amazing  results  with 
your  5I2K  Amiga  that  go  far  beyond 
the  beginners  level. 

•  Explore  the  possibilities  of  devel- 
oping sophisticated  visual  images 
and  learn  how  to  easily  enhance 
the  power  of  the  Object  Editor 

•  Reproduce  real  and  synthesized 
sound  with  the  Amiga  s  built-in 
synthesizer 

•  Create  animated  sequences  and 
record  them  on  videotape 

And  there's  more.  In  addition  to 
information  on  malting  the  most 
of  Amiga  BASIC,  you'll  discover 
advanced  techniques  lor  using  some 
long-awaited,  sensational  software 
-  Deluxe  Paint,  Musicratt.  and 
Deluxe  Video. 

THE  AMIGA  by  Michael  Boom.  Your 
guide  to  mining  the  rich  artistic 
depths  of  this  fantastic  machine. 
SW.95 


nS...pleasesendme. 


.  copies  of  THE  AMIGA  at  $19.95  each.  Please  add 


MICROSOFT. 

I'     R     E     S     S 


$2.00  pet  book  for  postage  and  handling;  CA  residents  add  6.5%  sales  tax;  WA  state 
residents  add  8. 1%;  MA  and  MD  residents  add  5%.  Allow  4  weeks  lor  deliveiy 

Name 

Address 

City 


.State. 


I     Payment;    D  Check/Money  Order   D  VISA 
I     Credit  Card  No 


.Zip. 


D  MasterCard   D  American  Express 
Exp.  Date 


Send  order  to:  Microsoft  Press.  P.O.  Box  1532.  Hagerstown,  MD  21742 
Toll-free  Ordering  Number;  800-638-3030:  in  Maryland,  call  collect.  824-7300. 


A¥SA 


.SOFTWARE  REVIEWS" 


Reviewed  by  Graham  Kinsey 


Garrison 

Computer:  Amiga 
Publisher:    Intelligent  Memory 
Distributor:  C  Ltd 

723  E.  Skiiiner 
Wichita,  KS  1)7211 
Price:         S49,95 

When  a  coin-op  arcade  game  becomes 
a  tremendous  success,  it  usually 
isn't  too  long  before  home  computer  ver- 
sions are  available.  The  smarter  kids  who 
have  home  computers  would  rather  invest 
$40  in  a  home  version  than  keep  wasting 
quarters  in  the  arcade.  As  a  result,  home 
versions  of  such  megabit  coin-op  games 
like  Missile  Command,  Pacman,  Dig  Dug 
and  Pole  Position  were  hot  sellers.  All 
those  games  were  popular  back  in  the  first 
half  of  the  1980s,  but  what  about  the  lat- 
ter half  of  this  decade? 

Most  people  would  agree  that  the  domi- 
nant arcade  coin-op  game  in  the  past  few 
years  has  been  Gauntlet.  A  coin-op  game 
which  can  be  referred  to  as  the  arcade 
variant  oi^ Dungeons  and  Dragons,  in  ad- 
dition to  having  four-player  capability 
(with  the  ability  for  new  people  to  jump  in 
at  any  time  during  play)  has  got  a  lot  go- 
ing for  it. 

Finally,  a  home  version  (i  Gauntlet  has 
come  out  for  the  Amiga —  perhaps  the 
only  computer  that  can  really  simulate 
the  coin-op  quality  of  Gauntlet.  The  game 
is  not  a  licensed  version  oi^  Gauntlet.  Rath- 
er, the  name  of  this  Gauntlet  imitator  is 
Garrison,  torn  the  West  German  com- 
pany Rainbow  Arts. 

You  will  quickly  appreciate  the  digi- 
tized sounds  that  are  used  in  this  game 
while  the  loading  sequence  is  taking 
place.  When  the  game  is  booted,  three  dif- 
ferent graphical  information  screens  are 
shown,  so  you  will  know  what  most  of  the 
monsters,  treasures  and  other  objects  look 
like. 

Once  you  hit  the  space  bar,  you  get  to 
choose  which  characters  you  would  like  to 
bring  into  the  Garrison  world.  First  you 
will  find  out  that  unlike  Gauntlet,  w-hich 
only  has  four  characters  (Wizard,  Warrioi; 
Valkyrie  and  Elfi,  Gantmn  has  five.  The 
new  character  is  the  Dwarf.  Since  you 
don't  get  any  compensation  for  bringing 
in  fewer  than  all  five  characters,  you 
might  as  well  make  all  five  available 
for  use. 

As  soon  as  you  have  selected  the  chai"- 
acters  you  will  be  using,  you  may  notice 


that  their  abilities  are  now  shown.  Garri- 
son characters  have  six  different  attribute 
ratings:  Speed,  Hand-to-Hand  Combat, 
Magic  Power,  Armor,  Shot  Speed  and  Shot 
Power  All  attributes  have  a  range  of  one 
to  five  (except  for  Magic  Power  and  Fire 
Power,  which  both  have  an  upper  limit  of 
nine).  You  will  also  notice  that  each  char- 
acter starts  with  25,000  Health  points. 
Each  character  gets  only  one  life  per 
game. 

Now  you  must  choose  one  character 
with  which  to  enter  the  first  level  If  you 
are  playing  with  two  players,  either  can  go 
first  The  chosen  character  appears  at  the 
starting  point  of  the  first  level.  The  second 
player  can  join  in  with  another  character, 
but  he  cannot  use  the  same  character  that 
the  other  player  chose  to  enter  the  level 
with  (sorry  Gauntlet II iansl.  Note  that  the 
second  player  can  join  in  at  any  time  dur- 
ing the  level,  unless  the  first  player  has 
exited  the  level  or  has  died  on  this  level. 
The  only  keys  used  on  the  keyboard  dur- 
ing play  are  the  SHIFT  keys  (to  use 
scrolls,  one  for  each  player),  and  the  space 
bar  will  pause  the  game  at  any  time. 

After  you  have  finished  a  level,  both 
players  can  switch  characters  if  they  like 
before  entering  the  next  level.  The  first 
four  levels  in  Garrison  are  always  the 
same;  the  remaining  124  (that's  right, 
Garrison  has  128  levels!)  appear  random- 
ly throughout  the  rest  of  the  game.  Each 
level  has  a  name,  which  is  shown  at  the 
top  of  the  character  selection  screen  before 


you  enter  that  level.  Don't  be  surf  irised  if 
you  see  a  certain  level  appear  randomly 
more  than  once.  In  each  level  mos.t  of  the 
objects  are  fixed,  but  occasionally  you  will 
see  a  potion  or  piece  of  food  in  a  level  that 
usually  isn't  there. 

Of  course,  the  monster  generators  have 
a  random  quality  about  them,  so  don't 
ever  expect  a  constant  level  of  monsters  to 
be  present  unless  the  generatoi-s  have  all 
been  destroyed  (or  if  a  certain  level  has  no 
monster  generatoi-s  present,  which  is  true 
for  a  few  levels).  As  you  move  through 
each  level,  the  monsters  become  progres- 
sively faster,  more  powerful  and  harder  to 
kill.  The  size  and  current  appearance  of 
the  Ghost  generators  can  give  yoi,  a  clue 
as  to  how  powerful  the  monsters  currently 
are,  in  addition  to  the  number  of  the  level 
that  you  are  on. 

The  graphics  in  Gauntlet  aren't  really 
incredible,  but  they  are  of  the  qua  ity  that 
should  be  present  in  an  Amiga  anade 
game.  Those  arcade  fans  who  wens  disap- 
pointed with  the  wire-fi-ame  graphics  in 
SiarGlider  (the  first  good  arcade  game  for 
the  Amiga)  will  cherish  the  graphics  in 
Garrison.  The  sound  effects  are  all  digi- 
tized, so  they  are  also  very  good. 

There  are  a  couple  of  bugs  pres«:nt  in 
Garrison.  On  the  Amiga  500  and  12000, 
the  game  has  been  known  to  fiiieze  up. 
This  very  rarely  happens,  but  I  have 
watched  a  game  in  progress  trashtd  when 
the  graphics  screen  turns  to  a  computer 

Continued  an  fage  108 


46     MARCH  1988 


Make  GEOS  work  for  you 

Introducing  BeckerBASIC — Now  you  can 
write  BASIC  applications  to  work  with  GEOS. 


Now  yai  can  add  puldown  manus 
to  your  own  BASIC  (xc^iun*. 


„.     BKktfBASIC  Ki-TM  CQmm«ids  oHvr 


Bolil:     BKkvBASIC  H 
Riics:      S«lwfiASIc;S< 
Oullina:      ■ilMllaWC  M 
UixJicSiiing:       B.d.«f  BASIC  61 


Oixpky  tAitortSM  «a*«nMiiAin/dJffar«ntsty(ac. 


Introducing  BeckerBASIC.  If 

you  already  know  BASIC,  you  can 
now  write  you  own  GEOS 
applications  in  BASIC,  easiiy. 

BeckerBASIC  gives  you  the 
power  of  over  270  new  commands 
and  functions. 

Over  20  commands  to  make 


your  programming  easier.  For 
example,  TRACE,  RENUMBER, 
DUMP,  DIR,  etc. 

Pacl<ed  with  over  50  commands 
for  easy  disk  access.  Load  and 
save  blocks  of  memory  or  selected 
lines  of  your  program.  You  can 
even  PEEK  and  POKE  into  your 


disk  drive's  memory. 

10  commands  can  be  used  for 
easier  cursor  control.  Turn  the 
cursor  on  and  off.  Set  how  quickly 
it  flashes.  Set  it  to  any  location  on 
the  screen. 

20  commands  are  available  for  all 
your  Hi-res  programming  needs. 


Ill 


mmi 


iSSlii::i\ 


'<-..  •  '•  ^S5!  '•^l  'I'T-I  i 


■  "it"  MW  ccci    -' 


B«cii«QA3IC  HHw  ccmmvidi 


OK    1       iCaniell      !   VIS   1 

DiikiTJ*  butbia  at  •  gUnm. 

NO     1          niii'n   1        1    Di'.k    1 

1 

Vou  cw^  adiily  dsAn*  end  tiM  buttons 
W4^•1  your  own  GEOS  pio^tfni. 

Create  tx>xes.  plot  points,  and 
draw  lines. 

18  commands  alone  are 
dedicated  to  creating  sound.  Set 
ring  modulation,  change  the  filter, 
alter  the  waveform  and  set  the 
envelope. 

Over  35  commands  let  you 


create  and  animate  sprites  with 
ease.  Load  and  save  sprites 
directly.  Alter  their  size,  change 
their  positions  and  check  for 
collisions.  Use  the  sprite  editor  to 
create  sprites  and  icons. 

Use  the  Pulldown  Menu 
Construction  Set  and  Dialog  Box 


Construction  Set  to  aid  in  the 
creation  of  you  own  applications. 
Royalty-free  distribution  of  your 
BeckerBASIC  applications. 

Now  anyone  can  create 
applications  in  BASIC  to  mn  with 
GEOS.  Only  $49.95 


Call  today  or  mail  the  coupon  for  your  free  catalog  covering 
our  complete  lire  of  software  and  books  for  the  Commodore 
64  and  128,  Or  ask  for  the  location  of  the  dealer  nearest  you. 
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coupon.  Dealer  inquiries  welcome — over  2400  ratbnwide. 


Abacus 


^frffimi 


JIJliM 


III 


Dept.  M3  •  5370  52nd  Street  SE 

Grand  Rapids,  Ml  49508 

Telex  709-101  •  FAX  616/698-0325 

Phone    616/698-0330 


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M3| 


AMIGAj^HARDWARE  REVIEWS 


Reviewed  by  Tim  Jones 


Micron  2MB 

Memory 

Expansion 

Computer:         Amiga 

Manufacturer:    Micron  Technology',  Inc. 
Systems  Group 
28a5  E.  Columbia 
Boise.  ID  83706 

Price:  $495  (Amiga  2000) 

$550  (Amiga  1000 
with  chassis  &  interface) 
$665  (Amiga  -500 
with  chassis  &  interface) 

When  taking  a  look  at  a  piece  of  hard- 
ware for  review,  quite  often  I  spend 
as  much  time  getting  to  know  the  com- 
pany as  I  do  the  product.  If  the  product  is 
in  a  field  where  others  have  already  sown 
seeds,  the  three  main  features  to  look  for 
are  price,  performance  and  support.  Since, 
in  general,  memory  is  memory,  perfor- 
mance doesn't  really  weigh  as  heavily  as 
the  other  two  factors.  And  when  the  prices 
for  similar  products  are  relatively  equal, 
the  selection  boils  down  to  support. 

When  I  was  given  the  chance  to  look  at 
a  new  memory  expansion  unit  fi-om  Mi- 
cron Ibchnologies,  I  became  more  than 
just  a  bit  interested.  Since  I  have  bieen  in- 
volved with  the  MS-DOS  world  for  quite 
some  time,  1  was  already  familiar  with  the 
type  of  products  that  Micron  produced. 
Also,  the  fact  that  a  company  like  Micron 
would  take  an  interest  in  the  Amiga  fam- 
ily piqued  my  interest  even  further. 

I  received  the  Micron  evaluation  unit, 
and  I  connected  it  to  my  Amiga  1000  via 
an  interface  chassis.  This  is  a  verj'  simple 
job,  as  the  memor,'  card  will  only  plug  into 
the  interface  one  way.  Then,  the  chassis 
plugs  into  the  expansion  port,  or  in  my 
case,  the  pass-through  on  my  hard  disk  in- 
terface. I  was  very  pleasantly  surprised 
when  my  machine  booted  successfully  on 
the  first  try.  The  Workbench  loaded  and  I 
was  told  that  I  now  had  2,484,520  BYTES 
FREE!  This  was  after  attaching  tivo  hard 
drives  and  two  floppy  drives  (in  addition 
to  the  internal  one  I. 

In  addition  to  the  hardware,  Micron  has 
included  a  Workbench  disk  that  contains 
memory  testing  programs,  a  utility  that 
disables  the  FastRAM  (which  is  what 
memory  above  512K  is  considered  on  the 
Amiga)  and  a  recoverable  RAMdisk  driv- 


The  one  thing  that  makes 
this  product  stan(j  out  from 
other  similar  items  is  the 
level  of  support  that  Micron 
supplies. 


er  that  will  partition  off  a  section  of  your 
FastRAM  and  set  up  pointers  that  allow  it 
to  be  restored  after  a  warm  boot. 

As  for  the  memory  expansion  unit  it- 
self, it  was  originally  developed  by  a  com- 
pany called  ASDG  and  is  a  very  neat 
package.  I  have  seen  many  expansion  de- 
vices for  the  Amiga  and  many  other  com- 
puters and  find  the  Micron  2MB  RAM 
board  to  be  one  of  the  best  laid-out  boards 
Fve  ever  seen.  The  board  is  designed  to 
fit  into  an  Amiga  2000,  but  Micron  has 
developed  interfaces  and  expansion 
chassis  for  the  Amiga  500  and  1000. 

In  the  current  configuration,  the  Amiga 
lOOO  expansion  chassis  is  unpowered  (ex- 
cept from  the  busi  and  doesn't  offer  pass 
through.  I  didn't  find  this  to  be  a  problem 
since  it  was  added  as  the  last  peripheral 
on  my  bus.  It  could  become  a  problem, 
however,  if  you  own  any  other  expansion 
devices  that  are  also  dead-end  type  de- 
vices. The  Amiga  500  chassis,  on  the  other 
hand,  is  fully  powered  and  offers  pass- 
through  of  the  expansion  bus.  The  reason 
for  powering  the  500  chassis  is  that  the 
power  supply  that  comes  with  the  Amiga 
500  isn't  strong  enough  to  power  both  the 
computer  and  the  expansion  bus. 

The  Amiga  500  interface  and  chassis 
with  pass-through  and  power  supply  is 
available  for  $170,  The  Amiga  1000  inter- 


face and  chassis  is  available  for  $55  and 
the  memory  unit,  including  2MB  of 
RAM,  is  priced  at  $495.  This  pricing 
keeps  the  Micron  entry  into  the  Amiga 
community  within  the  price  range  of 
Amiga  memory  expansion  units. 

The  one  thing  that  makes  this  product 
stand  out  from  other  similar  items  is  the 
level  of  support  that  Micron  supplies.  Get- 
ting back  to  my  opening  statement,  sup- 
port is  a  major  factor  when  dealing  with 
hardware.  Micron's  sales  staff  and  techni- 
cal staff  are  both  courteous  and  int-Blligent 
(a  combination  that  isn't  always  found).  K 
there  are  problems,  the  technical  s"^  is 
there  to  answer  any  questions  and  if  nec- 
essary, solve  any  problems  that  mey  have 
arisen.  Since  the  pricing  of  the  unit  keeps 
it  in  the  running  with  other  2MB  tmits 
available,  the  main  factor  in  deciding  on 
the  Micron  product  is  that  of  suppcrt  and 
company  reputation.  Since  Micron  has 
been  a  leading  American  manufactui-er  of 
memory  devices  for  many  years,  and  since 
the  product  comes  with  a  two-year  war- 
ranty, I  feel  much  more  comfortable  about 
puKhasing  their  products. 

If  you  are  looking  to  add  external  ex- 
pansion RAM  to  your  Amiga,  then  I  high- 
ly recommend  the  Micron  21VIB  exjiansion 
unit;  the  price  is  right  and  the  supjwrt 
and  service  are  excellent.  ra 


48    MARCH  1988 


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ADVENTURE  ROAD 

Three  New 
Directions  for 
Infocom 

News  and  opinion  from  a  leading 
explorer  of  those  fantasy  realms 
called  adventure  games. 

While  the  competition  focuses  on 
outsmarting  hifocom's  parser,  that 
"Cambridge-by-the-Sea"  company  has 
been  busily  redefining  the  nature  of  the 
text  adventure  itseE  Three  of  their  latest 
entries— iVonrf  and  Bert  Couldn't  Make 
Head  or  Tail  of  It,  Plundered  Hearts  and 
Beyond  Zork — open  doors  into  different 
realms  of  uncharted  territory. 

Written  by  Ballykoo  author  Jeff  O'Neil, 
Nord  and  Bert  replaces  object-oriented 
puzzles  with  witty  word  play  in  a  collec- 
tion of  eight  mini-stories  that  may  be 
completed  in  any  order  (though  you've  got 
to  complete  the  first  seven  before  tackling 
the  final  one).  By  word  play  I  mean  puns, 
spoonerisms,  limericks  and  homonyms.  In 
case  your  ninth  grade  English  lessons 
have  faded  into  oblivion,  a  spoonerism  in- 
volves transposing  words  that  sound 
alike:  In  a  room  where  you  see  some  burn- 
ing foam  and  a  riddle  book,  you  score  a 
point  by  typing  "riddle  while  foam  bums." 
Homonyms  fwords  spelled  and  pro- 
nounced alike  but  with  different  mean- 
ings) are  the  basis  for  scoring  more  points. 

While  it's  refi^eshing  to  see  something 
so  different  from  Infocom,  I  never  had  so 
little  fun  with  one  of  their  games.  Some 
people  may  find  it  appealing,  however,  for 
whether  or  not  you  enjoy  this  kind  of  hu- 
mor depends  on  just  how  wacked  out  your 
own  sense  of  humor  happens  to  be.  But  if 
you're  looking  for  logical  puzzles,  a  trip  to 
the  Caribbean  vrill  prove  more  rewarding 
, ,  .for  that's  the  setting  of  Plundered 
Hearts,  the  first  Infocom  story  in  which 
you  must  play  the  role  of  a  woman.  Others 
either  let  you  choose  your  own  sex  or  sim- 
ply didn't  address  the  issue,  but  this  one's 
plot  hinges  on  your  being  a  woman.  That's 
because  Amy  Briggs  patterned  Hearts  in 
the  style  of  a  woman's  romantic  novel,  one 
that  takes  place  in  the  seventeenth  cen- 
tury as  you  sail  to  the  Caribbean  to  rescue 
your  father  fh)m  the  clutches  of  a  black- 
hearted pirate. 

Women  adventurers  (or  should  that  be 
adventuresses?)  make  up  25%  of  the  Info- 


Beyond  Zork  represents  a 
major  step  in  the  evolution  of 
the  text  adventure. 


com  audience,  and  they'll  particularly  en- 
joy being  swept  up  in  the  arms  of  a  dash- 
ing pirate  who  offers  to  help.  Men  will 
I  have  as  much  fun,  once  they  get  into  the 
story.  As  QuestBusters'  Contributing  Edi- 
tor William  E.  Carte  said,  'It  bothered  me 
a  bit  at  first — my  character  being  hugged 
and  kissed  by  a  man.  After  the  initial 
scenes,  however,  I  quickly  got  lost  in  the 
'  plot,  and  soon  my  character's  sex  honestly 
i  didn't  matter."  The  reason  this  experi- 
ment works  is  that,  unlike  Nord  and  Bert, 
j  Plundered  Hearts  is  packed  with  the  kind 
!  of  logical  puzzlers  that  have  kept  Infocom 
gamers  racking  their  brains  since  the  day 
they  first  entered  Zor^'s  little  white  house. 

Beyond  Zork— Way  Beyond  Zork 

The  title  of  Infocom's  boldest  and  most 
successful  expenmBut— Beyond  Zork — re- 
fers to  more  than  just  the  first  official  se- 
quel to  the  Zork  trilogy  (the  Enchanter  se- 
ries was  set  in  the  same  game  world  but 
never  designated  a  Zork  sequel  by  Info- 
com). For  the  title  also  hints  that  this 
game,  designed  by  Brian  Moriarty,  repre- 
sents a  major  step  in  the  evolution  of  the 
text  adventure.  In  addition  to  Moriartys 
fine  prose  and  subtle  puzzles.  Beyond  Zork 
contains  many  role-playing  elements: 
character  attributes  for  things  such  as  en- 
durance, strength  and  intelligence;  shops 
for  buying  and  selling  weapons,  armor 
and  treasures;  and  combat  with  monsters 
that  roam  the  Southland  of  Quendor 


by  Shay  Addams 


You  can  use  pre-set  or  random  charac- 
ters, or  spend  60  points  among  the  attri- 
butes to  create  your  own.  Initial  diaracter 
stats  are  important:  if  intelligence  is  too 
low  you  won't  be  able  to  read  the  i^crolls 
you  find  along  the  way  (But  you  cui  boost 
your  intelligence  by  drinking  mapc  po- 
tions, so  such  mistakes  in  character  cre- 
ation are  not  necessarily  fatal.) 

Beginning  as  a  level  zero  peasant,  you 
set  out  to  recover  the  Coconut  of  Cjuendor, 
whose  magic  secrets  are  the  only  hope  for 
a  land  where  the  Age  of  Magic  is  ending 
and  all  the  Enchanters  have  disappeared. 
As  in  an  Ultima-style  game,  you  earn  ex- 
perience points  by  defeating  monsters — 
slay  enough  of  them,  and  youTl  be  promot- 
ed to  level  one,  and  your  attributes  vrill  be 
increased. 

The  character  attributes  therefore  con- 
stitute your  score,  which  assumes  a  new 
significance  because  some  logic  ptizzles 
can't  be  solved  without  having  attained  a 
high  enough  score  in  a  particular  attri- 
bute. This  leads  to  a  greater  sense  of  ac- 
complishment in  racking  up  a  liigh  score, 
for  your  score  means  more  than  just  a  cot- 
lection  of  points.  Example:  in  order  to 
climb  a  stack  of  crates,  your  dexterity  rat- 
ing must  be  high  enough — which  is  ac- 
complished by  solving  a  nearby  logical 
puzzle  (whose  clue,  by  the  way,  is  embed- 
ded in  the  accompanying  manual,  "Lore 
and  Legends  of  Quendor").  Other  role- 
playing  activities,  such  as  mini-quests  to 
perform  and  earning  money,  add  to  the 
multitude  of  things  to  do  in  Beyond  Zork. 

Befitting  such  a  radical  departure  fitim 
text  adventures,  Moriarty  devised  a  revo- 
lutionary presentation  scheme  called  "en- 
hanced mode."  At  the  outset,  a  window  at 
the  top  of  the  screen  describes  the  current 
location  and  one  below  offers  other  infor- 
mation and  combat  reports  and  provides 
room  to  type  in  commands.  By  using  the 
priority  command  you  can  customize  the 
contents  of  the  top  window  and  hsve  it 
show  your  inventory,  attribute  levels,  or 
room  description — you  decide  whirJa  is 
most  important  at  the  time.  Purists  who 
prefer  the  standard  Infocom  dispkiy  can 
revert  to  it  by  typing  "mode." 

A  plethora  of  time-sa^g  features  have 
been  implemented  to  ease  the  adventur- 
ing lifestyle  and  give  you  more  tirie  to 
concentrate  on  the  story  and  puzzles.  Tfen 
function  keys  let  you  perform  common 
commands  such  as  "look"  and  "talce."  One 
Continued  on  pg.  104 


50    MARCH  1988 


THE  WRITE  STUFF 

Writer  and  Talker 

Hoi  another  woriliiroCBssar?  No!!  Tliis  is  t)y  far  the 
absoiulety  BEST  C64  WORDPBOCESSING  SYSTEM  WE 
HAVE  EVER  SEEN!  Ihe  author  has  packed  il  full  of  more 
features  and  utilities  then  yto  could  Imagine,  and  al  the 
same  time  made  It  the  easiest,  most  aftordablo  quality 
system  on  the  market! 

SO  WHAT  HAKES  THE  WHITE  STUFF  SO  SPECIAL?? 

•  100%  machine  language  for  speed  and  power. 

•  Menu-driven  (or  the  occasional  user  or  ctiildren.  OR 
Comnnand-ri riven  tor  the  nnore  sophisticated  user. 

•  21  Function  Calculator.  Insert  your  answer  any- 
where. Line  up  your  numbers  with  tlie  Decimal  Tab 
feature. 

•  60  Customizable  Help  Screens.  86K  of  On-line  Disk 
Documentation. 

•  True  Double-Column  Printing  in  one-pass. 

•  Macro-Typing  to  cut  your  typing  lime  by  over  25% 
Define  hundreds  of  macros.  (1  or  2  characiers)  to 
represent  any  word  or  phrase  upto  250  characters. 

•  Easily  Encyrpf/Decyrpt  your  text  lor  fun  or  security 
■  Full  Sorting  capability  on  up  to  10  coiumns. 

•  Merge  and  Append  your  text  files. 

•  Word  and  Paragraph  Coynter 

•  File  Translator  for  over  15  other  w/ps. 

•  Dvorak  (-  -)  QWERTY  Keyboard  Toggle. 

•  True  80  Column  Hires  Preview, 

•  Delete,  Transfer,  Copy  Text.  Hunt/Search  &  Replace 

•  Capitals,  Aulocaps  &  Insert  modes. 

•  User-definable  Screen  Fonts/Colors. 

•  All  DOS  Commands  Supported 

•  Supports  Single,  Double  and  Dual  Drives. 

•  Built-in  File  Converter:  Read/Write  SEQ/PRG/USR 
files;  ASCII  <->  Screen  Code  <■>  True  ASCII 

•  Faslload  and  TurboSave  Compatible, 

•  20  User  definable  Printer  l^acros, 

•  !vlulli-llne  and  Odd/Even  -  Page  Header/Footer/ 

•  Offset,  Alternate  Leit/Rignt  Pagination 

•  Auto-Centering  (even  Double  Width) 

•  Margin  Release,  Aulo-JnOenI,  Relative  l^aigms. 
Offset  Printing,  Soft  Hyphens.  Justification  and  Right 
Alignment. 

•  Forced  Page  and  Wail  options. 

•  Single  Character  Support  for  Underlining,  Boldface, 
Italics,  Super-,  Sub-scripts,  Condensed  Print,  Dou- 
ble Width  Emphasized  Prim  and  Letter-Quality/Dol 
Matrix  Printing  plus  6  Other  User-delined  Print 
Control  Toggles. 

•  Mail  li^erge.  Automatic  Case  Change,  On-iine  Clock 
etc, 

ALL  THIS  PLUS  THE  STANDARD  STUFF.  And  even  this 
standard  stufi  is  better.  True  centering  of  double-width 
text,  automatic  capitalization  of  the  lirst  word  in  a 
sentence,  excellent  text  move  abilities  and  caseless 
searching.  So  should  we  go  on?  Yes!!!! 


HOW  ABOUT  A  TALKING  VERSION? 

A  WELL-DONE  EASY-TO-USE  TALKING  SYSTEM  wilh 
nine  voices,  user  controlled  speed,  pilch,  mouth  and 
liiroat.  Reciles  enlire  text,  can  say  each  letter  and 
command  as  it  is  typed  and  translates  to  phonetic  script 
lor  additional  editing.  Even  embed  speech  commands  in 
text  for  fantastic  talking  stories.  The  educational 
potential  is  unlimited.  And  for  the  sight  impaired,  this 
BBTalkerlsamusl. 

So  what  can  we  say?  How  about  24  on-line  tutorials  a  lull 
keyboard  overlay,  50+  page  manual.  Disk  Menu  Maker 
BB,  Text  File  Reader  and  a  Printer  Customizer. 


THE  WHITE  STUFF  IS  THE  BIGHT  STUFFI1 

Power  quality  and  ease  of  use  at  Ihe  right  price. 

YOU  CANNOT  GO  WRONG!! 

•  Suggested  Lisi  Price:  $19-95        Our  Mall  Order  Price:  S17.0I) 

Wim  Talker;  $21  95  Our  M3II  Order  Price:  SJZ-OD 


PROTOTERM  128 

"The  TeriTiinal  Program  for  Ihe  rest  of  us!" 

PROTOTERM  128  gives  YOU  powerful  telecommunica- 
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Designed  with  input  from  hundreds  of  actual  users,  it  is 
a  fully-featured,  full  menu-driven  system  that  allows 
you  to  communicate  with  local  BBS's,  commercial 
services  and  other  computers,  quickly  and  easily. 
Within  a  matter  of  minutes,  you  can  be  swapping  files 
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PROTOTERM  128  requires  a  C12B;  disk  drive:  1650, 
1660,  1670  or  Hayes  compatible  modem;  and  an  80 
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When  the  details  are  important! 


Home  Designer  Is  a  sophistiiiafed  CAD  package  that  allows 
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by  Robert  W.  Baker 


Inside  Q-Link 

Explore  the  inner  workings  of  the 
Q-Link  telecommunication 
service  with  netw  ork  pro  Bob 
Baker. 


Are  you  still  using  the  Sprint  utility 
for  printing  out  saved  E-Mail  and 
message  board  messages  or  other  sequen- 
tial files?  Did  you  know  that  there's  a 
newer  utility  available  that  offers  numer- 
ous features  and  capabilities?  Well,  the 
Ultra  sequential  text  file  reader  was  cre- 
ated by  Bob  K7  (a.k.a.  Sysop  BKi  and  is 
available  in  the  specially  created  Q-Link 
Utilities  library  along  with  some  other 
handy  programs. 

Ultra  is  a  very  user  friendly  package, 
with  all  operations  selected  from  menus 
using  the  function  keys.  Operations  re- 
quiring filenames  can  accept  directly  en- 
tered names  if  you  already  know  what  you 
need  to  do.  Othenvise,  you  can  display  the 
disk  directory  and  select  a  file  imm  those 
displayed  using  the  cursor  and  function 
keys.  Everything  is  very  simple  to  use, 
and  you  don't  have  to  remember  the  exact 
filename  spelling. 

Sequential  files  can  be  displayed  on  the 
screen  for  quick  browsing  in  either  of  two 
formats.  If  you  want  printed  output,  the 
data  can  be  printed  in  one  of  sL\  foimats 
and  is  echoed  to  the  screen  as  it  is  printed. 
Additionally,  existing  embedded  carriage 
returns  within  the  text  can  be  optionally 
ignored  to  reformat  the  text  to  the  desired 
size.  Word  wrap  is  provided  in  all  of  the 
output  formats  to  ensure  the  text  is  al- 
ways readable. 

Ultra  can  also  read  and  optionally  re- 
named files  that  were  saved  with  capital 
letters  in  the  filename.  Files  can  also  be 
automatically  converted  fttim  true  ASCII 
to  PET  ASCn  character  codes  in  all  out- 
put formats.  A  collection  of  disk  house- 
keeping functions  ai-e  also  provided  fixim  a 
simple  to  use  menu. 

If  you're  interested  in  getting  a  copy  of 
Ultra,  it's  available  online  in  the  special 
Q-Link  Utilities  area  within  the  public  do- 
main software  libraries.  When  you  down- 
load Ultra  you'll  also  get  a  documentation 
file  that  can  be  read  using  the  Ultra  pro- 
gram or  the  original  Sprint  utilit}'  sup- 
plied on  your  Q-Link  disk.  If  needed,  a 
copy  of  Sprint  is  also  a\'ailable  in  the 


Utilities  librarv'. 

A  number  of  other  handy  programs  ai^e 
also  available  in  the  Q-Link  Utilities  li- 
brary'. There's  a  program  for  changing  the 
colors  used  by  your  Q-Link  disk  in  People 
Connection  and  all  the  other  areas  of  the 
system.  You'll  also  find  various  download 
files  like  Arc,  Lynx  and  Library,  plus  mu- 
sic and  graphics  utilities.  In  all  cases,  any 
of  the  utilities  in  the  libraiy  that  contain 
more  than  one  file  will  automatically 
download  all  of  the  required  files  onto 
your  disk. 

Another  important  utility  that  can  be 
found  in  this  area  is  the  GEOS  conveiter 
Presently,  Q-Link  can  only  upload  and 
download  non-GEOS  files.  The  GEOS 
Converter  utility  changes  a  GEOS  file 
into  a  standard  64  sequential  file  which 
can  be  uploaded  to  Q-Link.  The  same  util- 
itv'  can  be  used  to  change  the  file  back  into 
a  GEOS  file  after  it's  downloaded. 

Instructions  for  dowloading,  installing 
and  using  the  GEOS  Converter  utility  are 
provided  with  the  file  in  the  libraiy  As  al- 
ways, be  sm-e  to  read  the  comments  avail- 
able with  each  file  in  the  download  librar- 
ies to  get  operating  instractions  and  any 
possible  notes  on  problems  or  fixes.  If  you 
want  to  save  a  copy  for  later  reference  or 
to  get  a  printed  copy  you  can  always  use 
the  F3  screen  save  featui-e  of  Q-Link  to 
save  the  infonnation  when  it's  displayed. 

If  you  need  help  with  any  of  the  Q-Link 
Utilities,  or  anything  else  concerning  your 
Commodore  sj'stem  for  that  matter,  don't 
forget  the  wide  variety  of  infonnation 
available  in  the  Commodore  Community 
SIGs.  The  SIGs  are  constantly  e\'olving, 
with  special  features  and  activities 
planned  fi-om  time  to  time.  Be  sure  to 
check  out  the  News  and  Events  ai-eas  in 
each  of  the  SIGs  everj'  once  in  a  while  so 
you  don't  miss  out  on  an>lhing. 

Most  of  the  SIGs  were  designed  aix)und 
a  common  sti-ucture  that  includes  the 
News  and  Events  ai-ea  mentioned  above, 
message  boards  and  on-line  articles,  soft- 
ware libraries,  library  highlights  and 
workshops.  Special  ai^as  are  added  fit)m 
time  to  time,  so  be  suiie  to  look  at  the 
menu  before  you  go  off  and  iimning  to 
yom-  favorite  acti\ity.  Each  of  the  SIGs 
provides  background  information  on  each 
of  the  Sysops  along  \rith  a  description 
about  that  area.  Each  of  the  Sysops  has 
his  own  particular-  ai*ea  of  ex-pertise  or  in- 
terest. With  the  wide  assoitment  of  people 
staffing  the  SIGs,  you  shouldn't  ha\'e  any 


trouble  getting  help  with  almost  any  prob- 
lem that  comes  up.  If  you  drop  by  the  Bjle 
Bar  in  the  Computer  Connection  you 
might  even  i-un  into  some  of  them  online. 
Here's  a  quick  introduction  to  the  current 
Sysops  online: 

In  the  Computer  Connection  you'll  find 
Sys<ip  PJ.  Peter's  primary  job  is  managing 
the  128  CP/M  area,  but  he's  also  interest- 
ed in  machine  language,  C  and  Turbo  Pas- 
cal programming.  The  other  lone  Sysop  is 
Simon  Rich,  who  manages  the  Applica- 

!  tions  area  as  Sysop  SR.  Tlie  remaining 

,  SIGs  ai-e  staffed  by  teams  of  Sysops  who 
help  share  the  load. 

The  Graphics  SIG  is  inin  by  Paul 
Hughes.  Sysop  PH.  with  help  from  his 
twin  brother  Peter.  The  twins  actually  are 
computer  gi-aphics  aitists  and  have  had 
quite  a  few  woi'ks  published  in  various 
magazines.  Brian  Heyboer.  Sysop  BJH.  is 
also  active  in  the  graphics  ai^ea  and  spe- 
cializes in  printer  gi'aphics  and  paphics 
progi'amming. 

The  Game  Worid  SIG  is  lam  by  Frank 
McMahon  as  the  infamous  "Real  Fi-ank" 
and  Sysop  FM.  Besides  his  heavy  interest 
in  games,  Frank  is  also  involved  with  vid- 
eo and  animation  on  the  Amiga.  His  help- 
er is  Roger  Frazier.  Sysop  RF.  who  over- 
sees the  public  domain  libraiies  for  the 
Game  World. 

The  Music  Room  has  manj'  hel;Dere 
with  their  own  interests.  Sysop  Jon  spent 
se\'en  year's  as  a  professional  musician 
and  has  a  degive  in  Music  Education.  Sy- 
sop SIDs  considei-ed  a  musical  cai-ser,  but 
decided  on  a  diffei-ent  calling.  Now  he  re- 
turns to  his  musical  intei^ests  via  -ihe  Q- 
Link  Music  Room.  John  Davis  is  Sysop 
MIDI,  and  loves  to  pi-ogram  MIDI  sound 
patches.  Daiyl  Powell  is  Sysop  Keys.  With 
an  extensive  MIDI  setup,  he  aspiiiBS  to  be- 
coming a  computer  composer  and  per- 
former someday. 

i      The  Prx)gr'aminer-s  Workshop  is  manned 
by  Sysop  BK,  othen\ise  known  as  Bob  K7, 
the  author  of  the  Ultra  utility  mentioned 
earlier  Bob  oversees  the  overall  ojreration 
of  this  area  besides  managing  the  mes- 
sage boar-ds  and  software  libraiies.  His 
helper-,  Sysop  JL,  is  an  electrical  engineer 

I  with  many  yeai-s  of  pnogi-amming  experi- 
ence. John  handles  the  conferences  be- 
sides supporting  Bob  when  needed. 

'     The  Tfelecommunications  SIG  is 
manned  by  Hayward  McKee  as  Sysop 
RHM.  Hayward  conducts  the  on-line  SIG 

Continued  or  page  54 


52    MARCH  1988 


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CADJOIIHT)  39 

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Cybe(video(Toucr^5toris)  3Q 

DoodiB  (Crystal  Rose)  29 

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lighlpenlTOC  75 

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Graphics  Trarisforigar  (CDA)  25 

Hsma  Designer  12B(Ken(la)l)  45 

Icon  FaclDry  (Solo  Lnlmld)  29 

Moving  Piclures  (CDA)  20 

PCS  64  -  CIrcuil  Board  Maker  79 

PerspecltvislKKira)  39 

PbBtoFinisSiSolllnlrtitai  25 

Prinlmastor  Plus  (UriiBon)  25 

AftGallervlerll  17 

SCREEN  F/X  (Solo  Unlmld]  29 

AIDS/UTILITIES 

1541/1571  DrAlignlFreeSp)  20 

AsSBmblBr/HonilBr  (Abacus)  29 

BasicBIPulechI  30 

BASIC  CompKer  12B  (Abacus)  45 

BASIC  Compiler  64  (Abacus)  29 

BBS  Construction  SeMKira)  43 

Big  Blue  Reader  (Scgwap]  25 

Big  Blue  Header  CP/M  32 

BobslermPTo64[Prcgressl  39 

Bobslerm  Pro  12B  (Progress)  49 

COBOL  04  (Abacus]  29 

Communicator  64  (FRSPBT)  20 

Gnome  Kit  64/121  iKira)  29 

Gnome  Speed  120  (Kira)  39 

Kyan  Pascal  64  or  126  52 

Merlin  04 1  Roger  Wagner)  39 

Heflin128|RogerWagner)  49 

Pliy  Exam  1511  or  1571  (Card)  29 
Power  Assembler  04/120  (Spinn)  3B 

Power  C  64/128  (Spinn)  30 

Programmer's  Tool  Box  (Spinn]  17 

PtoloHrm120IBWare)  12 

RAM  DOS  128  {Progressive!  29 

Super  C  126  or  64  (Abacus)  45 

Super  Pascal  123  or  64  (Abac)  46 


Super  Bl  Utilities  I  Free  5p)  S29 
S)(SRES  EntianceH  (Comp  Man)  32 
Turbo  Load  1  Save  Carl  (Spinn)  19 
CPMKH12B(!nca)  25 

TSDS  Super  Assembler  39 

Very  First  C64  or  C12B{HorasoII)  12 
HOME/BUSINESS 
Accountartl25|KFSl 

Adrf-on  modules 
BESTA/PerA/R 
BEST  G/L  or  Invenlsfy 
BEST  Proiei;t  Planner 
Business  Form  Stinp  (Spinn) 
Checkbook  126  irju  Age) 
CMS  Accounting  12B 

Inventory  Modgte 
Easy  Working  Fiier/Ptanner 

or  Writer  (Spinn) 
Fteet  System  2  +  (Prolessionai) 
Fleet  System  4  (P-ofessionat) 
FleiFiie  64  or  126  (Cardinal) 
Fontmaster  128  (Xelec) 
Fonlmaster  it  64  (Xetec) 
GE0S12BfBerkeevl 
GEDS  128  add-ons 
GEOS  64  (BerkEleyl 

Geoprint  or  Geodex 

Geocalc  or  GeolBe 

Fontpak  t  or  Deskpak  1 

Writer's  Workshop 
GEOPublisb|Ber<eiy) 
Microlawyer  (Progress) 
J  K  Lasser  Money  Manager 
Pocket  Superpah  64  (Dig  Sol) 
PKke1Superpah2  64/t26 
Pocket  Oiclionary  (Dig  Soil 
PocketWriterG4[DigSol) 
Pocket  Writer  2  (Oig  Sol) 
Superbase  64 (Progress) 
Superbase  128[PrcgressJ 
Superscript  128:  Progress) 
ThougntFofm64(GailBrvl 
TiMEWDRKS 
)/i;islarorViziwrllel2S 
WordPro  120/Spell/File  pre 
WordPro  64/Spell/Turbo 
The  Write  Slulf  64  (Busy  Bee) 
The  Write  Stuff  64  with  Talker 

PERSONAL 
Bridgemaster  (Radaisoft) 
Cardio  Exercise  (Bodylog) 

cASma64 

Celebrity  Cookbook  (Merrill) 


Classical  Music  IStnaeri  S9 

Crossword  (Radarsotl)  12 

Dream  Anatayiat  ( ^/€rrill)  25 

Enhanced  Stress  ( Bodylog)  199 

Family  Tree  1 28  or  64  (Geneal)  39 

Heartiab  (Bc<]y!og)  S49 

Holiday  Ornameni  Factory  20 

Judgement  64  (Synergy)  32 

Muscle  Development  (Bodylog)  54 

Peligree  (Geneal)  59 

Sexual  Edge  iMerriiil  20 

Standard  Stress  (Body'ic^)  89 

EDUCATIONAL 

Fisher  Price 

Peler  Rabbit  Reading  (3-6)  19 

Peter  &  Well  Music  (3'7)  19 

Ju  ngle  Book  Reading  (6-9)  19 

Rrst  Men  on  Moon  Math  (3  -f  {  19 

Hayden  Score  Imp  For  SAT 

Malh/Verbat  and  Exams  (Alt)  35 
Spinnaker 

Facemaker  (3-8)  22 

Alphabet  Zw  (3-7)  16 

Kids  on  Keys  (4-9)  IS 

KIndercomp  (3  ■  8)  18 

Math  Busters  (B-IA)  22 

Kidwriler(6-10l  22 
Homework  Helper  Malh  (1 0  -i- )  29 
Homework  Helper  Write  (lO-i- )  29 

Early  Learning  Friends  (3-S )  8 

Grandma's  House  6 

Color  (CPSI)  17 

lilaps  USA,  Worid/Europe  I  Ea  ]  19 
Sbcky  Bear  Math  2  (Wkty  Reader)  22 

Teddy  Bear  rets  of  Fun  (OLU)  30 

The  Write  SluH  64  with  Talker  24 

Trallic  Signs  (CPSI)  17 
Whole  Brain  Spelling  (Subiogic) 
Business.  Child,  Fairy Tak!S. 
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Inside  Q-Link Nord  and  Bert- 

I  Continiitd  fnm  page  52 

conferences  and  oversees  the  message 
boards.  He  also  tests  the  files  in  the  Tfer- 
minal,  Utiht>;  and  Text  and  Info  software 
libraries  of  the  SIG  as  well.  Sysop  JC  has 
run  eight  different  BBS  programs  over  the 
years  and  now  tests  the  BBS  programs 
available  on  Q-Link. 

Roy  Wagner  manages  the  Amiga  SIG 
as  Sysop  RW  and  is  mainly  interested  in 
games,  music  and  graphics.  John  Youells 
helps  out  as  Sysop  JAY  and  is  interested 
in  utilities,  shareware  software,  plus  pn> 
gramming  in  Forth,  C  and  BASIC.  Both 
admit  to  not  having  much  time  to  pro- 
gram these  days,  but  they  provide  tons  of 
up-to-date  Amiga  information. 

Two  other  people  you'll  find  within  the 
SIGs  are  Loren  Lovhaug  and  Len  Lind- 
say. Loren  is  the  founder  and  managing 
editor  of  the  Twin  Cities  128  magazine  be- 
sides running  the  128  SIG  that's  located 
in  the  Computer  Connection.  The  128  SIG 
has  the  usual  message  and  information 
areas,  dowTiload  libraries,  plus  a  special 
Help  Key  Conference  area,  but  all  dedi- 
cated to  the  128. 

Len  Lindsay  has  been  involved  with 
Commodore  computers  almost  as  long  as  I 
have,  both  of  us  going  back  to  the  early 
PET  days.  Len  uses  the  Captain  C  id  on 
Q-Link  and  manages  the  COMAL  Users 
Group  within  the  Programmers  SIG.  He's 
been  the  major  thinist  behind  bringing  the 
COMAL  language  into  the  U.S.  fi-om  Eu- 
rope and  has  four  internationally  pub- 
lished books  about  microcomputers. 

That  should  give  you  an  idea  of  who's 
doing  what  and  where  to  get  help  with 
problems  as  they  arise.  For  more  informa- 
tion on  each  of  the  Sysops,  check  out  their 
short  introductory  message  in  each  re- 
spective area.  Most  of  the  Sysops  have 
been  involved  with  their  areas  for  quite 
some  time  now,  and  new  helpers  are  being 
added  as  the  need  arises. 

Don't  forget  that  help  is  there  if  you 
need  it,  you  just  have  to  ask.  TVy  to  match 
your  question  with  the  best  person  and 
the  best  place.  Messages  in  the  message 
boards  are  usually  easier  to  handle,  but 
most  of  the  Sysops  are  perfectly  willing  to 
answer  private  questions  if  you  contact 
them  via  E-Mail.  If  a  Sysop  can't  help  di- 
rectly, they  can  usually  get  you  in  touch 
with  someone  else  who  can  help.  The  Sy- 
sops put  in  long,  hard  hours  but  enjoy 
what  they're  doing.  They  really  do  enjoy 
helping  others  or  they  wouldn't  be  there. 

That's  it  for  this  month.  As  usual  you 
can  always  reach  me  via  E-Mail  if  you 
have  any  comments  or  suggestions  for  this 
colimin.  g 


If  you  type  MOUSSE  while 
there  is  a  moose  standing  in 
the  aisle,  the  creature 
transforms  into  the 
chocolate  dessert. 


As  well  as  being  the  first  collection  of 
short  stories  from  Infocom,  Nord  and  Bert 
has  a  lot  of  other  unique  features  that  con- 
tribute to  its  attractiveness  for  a  potential 
purchaser.  These  are:  an  enhanced  status 
line,  the  ability  to  use  the  name  of  a  word 
to  get  a  full  description,  and  the  presence 
of  on-line  In\'isiClues  to  help  the  gamer 
who  is  hung  up  on  a  particular  puzzle. 

Until  now,  when  you  wanted  to  look 
carefully  at  some  object  to  see  all  of  its 
characteristics  in  an  Infocom  game,  vou 
would  type  EXAMINE  BOOK  (using  a 
book  for  an  example).  Now,  you  simply 
have  to  type  BOOK  to  get  the  same  de- 
scription. Also,  when  you  wanted  to  go 
somewhere  in  a  game  before,  you  would 
have  to  give  a  compass  direction.  In  Nord 
and  Bert,  there  is  an  enhanced  status  line 
at  the  top  of  the  screen  that  lists  all  of  the 
places  you  can  go  to  as  well  as  your  score 
and  your  present  location. 

From  an  avid  gamer's  standpoint,  these 
two  features  make  playing  Nord  and  Bert 
much  easier  so  that  all  of  the  mental  ener- 
gy Km  be  spent  on  the  word  play  of  the 
game,  a  challenge  in  itself  I  only  hope 
that  Infocom  plans  to  include  these  fea- 
tures in  future  installments  to  relieve 
some  of  the  physical  actions  necessary  to 
play  a  game  so  that  more  time  can  be 
dedicated  to  letting  the  imagination  take 
control. 

The  last  feature  in  Nord  and  Bert  that 
is  the  ultimate  help  to  those  people  who 
can't  quite  think  of  the  right  phrase  or  idi- 
om is  the  inclusion  of  on-line  InvisiClues 
on  the  game  disk.  For  each  of  their  games, 
Infocom  sells  InvisiClue  Hint  Books 
which  contain  hints  to  puzzles.  The  hints 
are  invisible  until  they  are  revealed  with 
a  special  magic  marker  that  comes  with 
the  book.  In  Nord  and  Bert,  by  typing 
HINT  you  have  access  to  all  the  hints  that 
pertain  to  the  short  story  that  you  are 
playing,  The  HINTS  OFF  command  turns 
the  hints  option  off  for  the  duration  of  that 
session.  These  on-line  hints  work  ex- 
tremely well  and  are  already  planned  for 
future  games. 


O'Neill  explained  his  thought  process 
behind  Nord  and  Bert:  "Infocom  would 
like  to  attract  new  fans  as  well  as  making 
the  old  ones  happy.  1  tried  to  ftilfill  this 
goal  by  taking  the  tedium  out  of  th.e  game 
(mapping,  etc.)  and  making  the  game 
more  approachable  for  people.  Nord  and 
Bert  was  a  backwards  design  in  that  1 
started  with  the  player  input  and  'vord 
play,  designed  the  geography  around  that 
and  then  tied  the  geography  into  tne  idea 
of  Punster.  Nord  and  Bert  is  an  intijrmedi- 
ate  member  of  Infocom's  "plus'  games — 
those  that  allow  more  control  over  user- 
fiiendliness  and  interfacing  with  the  com- 
puters than  others.  We  were  concerned 
that  people  might  become  'hint  junkies.' 
Nord  and  Bert  is  a  "plus'  game  in  ttiat  it 
has  the  option  to  turn  the  hints  off  I  had 
the  player  in  mind." 

All  Infocom  games  have  some  neat 
thing  as  an  insert  in  the  package  tiat  ei- 
ther helps  with  the  game,  acts  as  a  copy 
protection  scheme  or  adds  to  the  atmos- 
phere. The  original  collection  of  wacky 
cartoons  contributed  by  Kevin  Pop;  acts 
as  an  example  of  the  craziness  found  on 
the  disk  in  Punster.  Pope  was  chosen  after 
O'Neill  was  shown  some  of  his  work  by  a 
co-worker  and  "decided  that  the  miKxl  of 
his  book,  The  Day  Gravity  Was  Turned  Off 
in  Topeka,  fit  into  the  wacky,  cartoonish 
genre  of  Nord  and  Bert.  We  called  him  up 
and  he  was  veiy  anxious  to  do  the  artwork 
for  the  game."  One  of  Pope's  cartoons  also 
gives  Nord  and  Bert  its  title  and  appeare 
on  the  cover  of  the  game. 

As  a  last  aid  to  help  those  stuck  in  Nord 
and  Bert,  FU  explain  the  goal  of  two  more 
of  the  stories.  If  1  told  anything  more,  it 
would  take  the  fun  out  of  the  game.  In 
"The  Manor  of  Speaking,"  you  mus:  re- 
turn the  house  in  question  to  its  noTnal 
state  by  getting  rid  of  the  spirits  inhabit- 
ing each  room.  Ln  "Act  the  Part,''  you 
must  perform  50's-style  humor  on  a  stage. 
In  both  cases,  you  have  to  decide  how  to 
meet  your  goals— I  can't  tell  you. 

Nord  and  Bert  more  than  met  my  ex- 
pectations for  the  game.  It  combines  the 
right  level  of  difficulty  with  a  variety  of 
options  and  word  play  to  keep  you  from 
being  bored.  The  ability  to  move  fittm  sto- 
ly  to  story  without  finishing  them  is  a 
plus  and  helps  to  keep  your  attention  that 
much  longer  The  humor  involved  is  ap- 
propriate and  little  innuendos  make  it  ef- 
fective. When  I'm  reading  the  prose  to  a 
text  game  and  see  the  response  "The  girl 
takes  a  whiff  of  the  can  of  peas  and  scowls 
at  it.  "Yukko.  Gag  me  with  a  spooner- 
ism,' "  I  can  only  support  the  source  of 
that  response.  m 


54     MARCH  1988 


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GAME  PROGRAMS' 


One  for  One 

for  the  Commodore  64 

For  those  of  you  who  are  femiliar  with 
the  card  game  Uno,  but  can  hardly 
ever  find  someone  to  play  the  game 
with— this  progi'am  is  for  you,  You  can 
play  One  for  One  with  your  Commodore 
computer. 

The  object  of  the  game  is  to  rid  yourself 
of  all  your  cards  before  your  opponent  (in 
this  case  your  computer)  does.  Be  warned, 
the  computer  will  not  be  an  easy  adver- 
sary to  defeat.  Both  players  begin  with 
seven  cards  each.  As  stated  before,  it  is 
your  duty  to  get  rid  of  these  cards  before 
the  computer  can. 

How  to  Play 

Printed  at  the  top  of  the  screen  are  two 
piles  of  cards.  One  pile  is  labelled  "Stack," 
and  the  other  is  labelled  "Card  In  Play." 
You  continue  the  game  by  drawing  cards 
fix5m  the  stack  and  discarding  on  the  Card 
In  Play  pile.  You  may  lay  down  cai-ds  that 
match  in  color,  number  or  word,  or  match 
any  card  with  a  Wild  card.  Tr>'  to  lay  down 
more  than  one  card  each  turn,  Tb  select  a 
card  for  discard  use  the  cursor  keys — up/ 
down  keys  will  move  up  or  down  among 
rows  of  cai-ds,  and  lefL'right  keys  move  the 
cursor  horizontally  across  the  screen. 

If  you  cannot  play  a  card  (the  computer 
will  tell  you  this),  then  you  must  draw  a 


card.  All  of  the  card  drawing  is  automated 
for  faster  action.  Play  is  then  shifted  to 
the  computer,  and  the  game  continues  un- 
til someone  discards  all  of  his  cards.  When 
the  computer  has  only  one  card  left  in  its 
hand,  it  will  print  the  message  "THE 
COMPUTER  HAS  ONE  CARD"  on  your 
screen. 

The  Cards 

There  are  two  of  every  card  in  each  col- 
or, except  for  the  zero  card.  There  is  only 
one  zero  card  of  each  color  There  are  also 
four  Wild  cards  and  four  Wild  Draw  Four 
cards. 

The  following  is  a  summaiy  of  each 
card's  function: 

•  Draw  Two  Cards:  When  this  card  is 
played,  the  other  player  must  draw  two 


by  Jeff  B.3buschak 


cards  and  forfeit  his  turn.  It  is  possible  to 
match  a  Draw  Tvvo  card  with  another 
Draw  Two  card  to  make  the  other  player 
draw  two  cards, 

•  Reverse/Skip  Cards:  The  playing  of 
either  of  these  two  cai-ds  results  in  the  for- 
feit of  the  other  player's  tm-n  and  allows 
the  original  player  of  the  card  to  lay  down 
another  card. 

•  Wild  Cards:  Wild  cards  may  be 
played  on  any  color  They  enable  th(;  play- 
er to  change  the  color  of  play  but  <&■  not 
make  the  other  player  forfeit  his  tu:-n. 

•  Wild  Draw  Four  Cards:  The  pla3'ing 
of  this  card  may  change  the  outcome  of 
the  game.  When  these  cards  are  played, 
they  make  the  other  player  draw  four 
cards  and  forfeit  his  turn.  They  also  en- 
able the  user  to  change  the  color  of  play  (if 
desired)  to  a  different  color  This  card 
should  be  used  sparingly,  because  it  is  the 
most  powerful  card  in  the  stack.  If  used 
correctly,  it  may  stop  the  computer  from 
winning  or  enable  you  to  win.  (Not*':  you 
can  only  use  a  Draw  Four  Wild  care,  when 
you  have  no  color  in  your  hand  that 
matches  the  color  of  the  card  in  play )  Also 
note  that  you  may  have  a  card  in  your 
hand  that  matches  the  number  or  v^'ord 
card  that  is  in  play  and  still  use  a  E>raw 
Four  Wild  card.  B 


Before  lypinj!  Ihi*  pmnrani.  n-id  '\U\v.  n>  tntcr  Projirams'  ^ncl  ikiw  lc>  I  ^c  (he  MajjiiiriL- 
Enm  Pfograin '■  The  B.^SIC  programs  in  this  mnnaiint  an-  availahlc  on  Jist  frum  Loadstar. 
P.OBiH  50008. Shrcvcporl.  U  ^1130-MO-,  l-80U-8.M-26<)4. 


One  for  One 


10 


POKE    53280, 0:POKE    53281,0 

: PRINT" [CLEAR, WHITE] ":CLR'ERCD 

S=54272:FOR    L=0    TO    24:POKE    S+L,3 

:NEXT    L'HSYG 

DIM    PC{30) ,PC$(30) ,CC(30) ,CC$(30) , 

PT{30) ,CT{30) 'BSDI 

TA=14:C0=1:G0SUB    930'DMOE 

PRINT" [UP71 "TAB(TA+2) " [RVS) 

0    N    E"'DELJ 

PRINT" [DOWN] "TAB(TA+3) " [RVS] 

FOR"'DECF 

PRINT" [DOWN] "TAB(TA+3) " [RVSjONE 

[RV0FF,D0WN3] " ' DEOH 

FOR  A=l  TO  40:PRINT" lYELLOW,SHFT  *] 

";:NEXT  A:PRINT'GJJK 

PRINT" [RIGHT, UP, GREEN] 

CREATED  AND  DESIGNED  BY 

: [RED] JEFF  BABUSCHAK" ' BAPQ 
FOR  A=l  TO  40:PRINT" [YELLOW, 
SHFT  *]";:NEXT  A:PRINT'GJJB 
110  PRINT  TAB (6) " [BLUE] PRESS  THE  [RVS] 


20 

30 

40 
50 

60 

70 

80 
90 


100 


SPACEBAR [RVOFF]  TO  BEGIN" 

:OPEN  1,0'DGTH 
120  GET  A$:IF  AS=""THEN  120'EICB 
130  IF  A$="  "THEN  I50'DFEA 
140  GOTO  12B'BDCA 
150  PRINT" [CLEAR, YELLOW] 

"TAB(8) "STACK"TAB(21) "CARD  IN 

PLAY"'DFUI 
160  CN=1:NC=1:TA=6:C0=1 :GOSUB  930'FTJI 
170  PRINT" (UP7] "TAB(TA+2) " [RVS] 

0  N  E"'DELK 
180  PRINT" [DOWN] "TAB(TA+3) "[RVS] 

FOR"'DECG 
190  PRINT" [DOWN] "TAB(TA+3) "[RVS] ONE 

[RVOFF]  " 'DEN  I 
200  PRINTlPRINT'CBHW 
210  FOR  A=l  TO  39:PR1NT" [BLUE, SHFT  *] 

"; :NEXT  A:PRINT'GJOD 
220  REM  ***  MAIN  ROUTINE  ***'BRNC 
230  PRINT" [HOME] ":TA=23:C=l:GOSUB  370 

:IF  PC(1)>9  THEN  230'HWHI 
240  C0=PT(1) :CC=CO:GOSUB  930:NC=1 

:CP=PC (1) ' FDTK 
250  PRINT" [ DOWN, R I GHT6, RVS, WHITE] 

ONE  MOMENT  -  SHUFFLING  CARDS [UP] 

Continued  on  pagt  58 


56     MARCH  1988 


(  TEVEXComputer Software  1-800-554-1162  ^ 


SSI 


UST 
PRICE 


OUR 
PRICE 


1^ 


B-24 

$35 

$24 

Baltic  1985 

$35 

S24 

Battalion  Commander 

$15 

$12 

Battle  of  Antietam 

S50 

S34 

Battlecruiser 

S60 

S41 

Battlegroup 

$60 

S41 

Broadsides 

$40 

S2B 

Carrier  Force 

$60 

S41 

50  Mission  Crush 

$15 

S12 

Gettysburg 

$60 

S41 

<ampfgruppe 
<nights  of  he  Desert 
\^ecn  Brigade 

$60 
$40 

S41 
S28 

$60 

$41 

Norway  1935 

S35 

S24 

Dperation  Market  Garden 
Pnantasie  1  or  II,  or  III 

S50 

S34 

S40 

S28 

President  Elect  '8S 

$25 

SI  8 

Duestron 

$40 

S28 

Realms  of  Darkness 

$40 

S28 

Rebel  Ctiarge 
Rings  of  Ziltin 

$50 

$34 

$40 

S23 

Roadwar  2000 

$40 

828 

Roadwar  Europa 

$40 

S28 

Stiard  of  Spring 

$40 

S28 

Shitoh 

$40 

S28 

Six  Gun  Sliootout 

$15 

SI  2 

U.S.A.A.F. 

$60 

S41 

Wargame  Constr. 

$30 

$21 

Warsfiip 

Wizard  s  Crown  1  or  11 

S60 

341 

S40 

328 

EPYX 

PRICE 

",'CE   1 

California  Games 

$40 

S28 

Cfiamp.  Wrestling 

$40 

328 

Destroyer 
Movie  Monster 

$40 

S28 

S20 

SI  5 

Spy  vsSpy  III 

S25 

$18 

Street  Sports  Baseball 

S40 

328 

Street  Sports  Basketball 

$40 

S28 

Sub  Battle 

$40 

S28 

Summer  Games  II 

$40 

S28 

Super  Cycle 

$20 

S15 

Winter  Games 

$40 

S28 

World  Games 

S40 

S28 

EPYX  JOYSTICK 

S25 

518 

SSG 

1,1ST 
PRICE 

OUR    L 
PRICE  1 

Battlefront 

$40 

S23 

Battles  in  Isformandy 

$40 

$28 

Battles  -  Civil  War       NEW 

$40 

$28 

Carriers  at  War 

S50 

S34 

Europe  Ablaze 

S50 

S34 

Halls  of  fi/lontezuma 

S40 

S28 

Reach  for  tfie  Stars 

$45 

S31 

Russia 

$40 

$23 

MICROPROSE 


UST      OL'R 
PRICE  PRICE 


k 


Airborne  Ranger 

Conflict  in  Vietnam 

F-15 

Gunsfilp 

Pirates 

Silent  Service 

Stealth  Figfiler 


$35  S24 

$40  $28 

$35  S24 

$35  $24 

$40  S28 

$35  S24 

$40  S28 


ACCOLADE 


LIST      OUR 
PRICE   PRICE 


Ace  of  Aces 

Apollo  18 

Comics 

4th  &  Inches 

Hardball 

Kitted  Until  Dead 

Mini  Putt 

Spy  vs  Spy  [  &  II 

Test  Drive 


S30 
$30 
$40 
S30 
$30 
S30 
$30 
S15 
$30 


321 
S21 
S28 
331 
321 
321 
S21 
312 
S21 


ORIGIN  SYS. 


UST      OUR 
PRICE   PRICE 


1 


Auto  Duel 
fi/loebius 
Ogre 
Ultima  I 
Ultima  III 
Ultima  IV 


$50 
S60 
$30 
540 
S50 
$60 


S34 
S41 
321 
328 
334 
341 


ACTIVISION 


usr 

PRICE 


OCR 
PRICE 


i 


Aliens  $35  324 

Champ  Basketball  2  on  2  S35  324 

Champ  Football  $35  324 

Labyrmlh  S30  321 

Last  Ninja  S35  S24 

Maniac  Mansion  S35  324 

Shanghai  $30  321 

Top  Fuel  Eliminator  $30  321 


AMIGA 


UST      OUR 
PRICE   PRICE 


Balanced  Power  $50  $34 

Bard's  Tale  $50  S34 

Breach  NEW       $40  328 

Championship  Football  $45  S31 

Defender  of  the  Crown  S50  S34 

Faery  Tale  S50  334 

Gee  Bee  Air  Rally  S40  S28 

Hardball  NEW      S45  S31 

King  o)  Chicago  NEW        S50  S34 

Moebius  NEW       $60  341 

Roadwar  2000  $40  S28 

S.D.I.  S50  334 

Sinbad  $50  S34 

Test  Drive  $45  S31 

Weaver  Baseball  $50  334 

Winter  Games  $40  328 


ELEC.  ARTS 


[J.ST 
PRICE 


OUR 
PRICE 


1 


Adventure  Constr,  Set 
Age  of  Adventure 
Amnesia 
Arcticfox 
Bard's  Tale  I  or  II 
Chessmaster  2000 
Chuck  Yeager's  AFT 
Dragon's  Lair  NEW 

EartTi  Orbit  Station 
Legacy  of  the  Ancients 
Lords  of  Conquest 
Marble  Madness 
Pegasus 

Skate  or  Ore  NEW 

Seven  Cities  of  Gold 
Skyfox  II  NEW 

Strike  Fleet  NEW 

World  Tour  Golf 


S15 
S15 
$40 
S33 
S40 
S40 
S35 
$25 
$30 
$30 
$15 
S30 
$30 
S30 
$15 
S30 
$30 
$35 


312 
S12 
$28 
S23 
$28 
S28 
324 
318 
$21 
S21 
312 
321 
$21 
321 
312 
321 
S21 
324 


INFOCOM 


UST 
PRICE 


OUR 
PRICE 


1 


Beyond  Zork  •  128k 
Border  Zone 
Bureaucracy 
Hollywood  Hijinx 
Lurking  Horror 
Nord  &  Bert 
Plundered  Hearts 
Stationfall 


NEW 
NEW 


Invisrclues  -  call  for  availability 


545 
S40 
S35 
$35 
$35 
$35 
$35 
$35 


331 

S28 
324 
324 
324 
S24 
S24 
S24 


ETC. 


UST 

PRKT 


OUT? 
PRICE 


I 


AR  •  City  or  Dungeon  $40  S28 

Blue  Powder,  Grey  Smoke  S50  $34 

Borodino  S60  $42 

Chopli!ter-Mid.  Magic  $15  $12 

Dark  Horn  $35  324 

Defender  -  Crown  $35  S24 

Echelon  $45  331 

Flight  Simulator  11  $50  S34 

Full  Count  Baseball  $40  330 

Gauntlet  $35  324 

Guderian  $30  321 

Guild  of  Thieves  S40  $28 

High  Seas  S50  $34 

Long  Lance  $60  342 

Micro  League  Baseball  $40  S28 

Might  &  Magic  $40  S2S 

NBA  $40  S28 

Star  Fleet  I  $40  S28 

Thunder  Chopper  $30  S21 

221-B  Baker  Street  $30  S21 

Up  Periscope  $30  S21 

Where  U.S.Carmeri  San  Diego?  $35  S24 

Wizardry  1                     NEW  $40  328 

World  Class  Leader  Board  $40  $28 

Wrath  of  Denethenor  $20  SI 5 

WWF  WrestlemanJa   NEW  $30  S21 


Same  Day 
Shipping 

We  ship  every  order  the  sarre  day 
it's  placed.  Just  call  before  3:30 
and  we'll  ship  your  order  via  UPS. 
U.S.  Mail  service  also  available. 


CALL  TOLL-FREE  1-800-554-1162 

Georgia  residents  call  404.934-5059.  ORDERING  AND  TERMS:  C.O.D.  orders 
welcome.  V*'hen  ordering  by  phone  use  VISA  or  fvlASTERCARD.  When  ordering 
by  mail  please  send  money  order.  Include  phone  number.  SHIPPING:  Add  $3.00  for 
snipping  and  handling  ctiarge.  Georgia  residents  add  4%  sales  tax.  Shipping 
for  Canadian  orders  is  $4,00  or  5%  of  order.  APO  &  FPOorders  add  $3.00  or  5% 
of  order.  Shipping  for  all  other  foreign  orders  is  $10.00  or  15%  of  order. 
All  software  is  disk  only.  Prices  subject  to  change 


i^^^^Pi 


^      COMING  SOON 
Battles  -  Civil  War  voL  II 
Question  II 
Red  Storin  Rising 
Rommel  vs.  Palton 
Rommel  -  North  Africa 
S.D.L 
Sinbad 

Sons  of  Liberty 
Ultima  V 
, Under  Fire 


TEVEX 

4205  First  Ave,  Suite  100 

Tucker,  GA  30084 

404-934-5059 


^ 


Game  Programs /One  For  One 

Continued  from  page  56 

1040    PRINT    TAB(TA)" 

SHFT  K] "'CDPF 
1050  RETURN'BAQX 
1060  REM  ***  ASSIGN  VALUES 
1070  FOR  A=I  TO  NC'DERC 
1080  IF  PC(A)=>0  AND  PC(A)<=9  THEN 

PC$(A)=RIGHT$  CSTR$(PC(A)  )  , 

1)+ LEJO 


[SHFT  J, SHFT  *7, 


'BSGE 


1090 
1100 
1110 
1120 
1130 
1140 
1150 
1160 

1170 

1180 
1190 


1200 
1210 
1220 
1230 
1240 
1250 
1260 
1270 

1280 

1290 
1300 

1310 


1320 

1330 

1340 
1350 


1360 


1370 


1380 


1390 
1400 
1410 


1420 


1430 


PT (A)=6' ENCH 

PT(A)=5'ENCY 

PT(A) =2' ENAA 

PT(A)=7'ENGB 

PC$(A)="D2"'ENUC 

PC9(A)="RE"' 

PC$(A)="SK"' 

PC$(A)="WI" 


EN  ED 
ENHF 


IF  PT{A)=10  THEN 

IF  PT(A)=11  THEN 

IF  PT(A)=12  THEN 

IF  PT(A)=13  THEN 

IF  PC(A)=10  THEN 

IF  PC{A)=11  THEN 

IF  PC(A)=12  THEN 

IF  PC(A)=13  THEN 

:PT(A)=12'FVRI 

IF  PC (A) =14  THEN  PC$(A)="W4" 

:PT(A)=12'FVWJ 

NEXT  A: RETURN 'CCND 

FOR  A=l  TO  CN:IF  CC{A)=>0  AND 

CC(A)<=9  THEN  CC$ { A) =RIGHT$ (STR$ 

(CC(A)  )  ,1)+"  '"OJCT 

THEN  CT(A)=6'ENBA 

THEN 

THEN 

THEN 

THEN 

THEN 

THEN 

THEN 


IF 
IF 
IF 
IF 
IF 
IF 
IF 
IF 


CT(A) =5'ENBB 

CT(A)=2'ENYC 

CT(A)=7'ENFD 

CC${A)="D2"'ENTE 

CC§{A)="RE""ENDF 

CC§(A) ="SK"'ENLG 

CC$(A)="WI" 


CT(A)=10 

CT(A)=11 

CT(A) =12 

CT(A)=13 

CC{A) =10 

CC(A)=11 

CC(A) =12 

CC(A) =13 
:CT(A) =12'FVDK 

IF  CC(A)=14  THEN  CC${A)="W4" 
:CT(A)=12'FVIL 
NEXT  A:  RETURN 'CCNF 

REM  ***  PLAYER'S  ROUTINE  ***'BVWB 
PRINT" [UP, RVS, WHITE] 
"TAB(7)"PUT  CURSOR  ON  CARD  TO 
OMIT(RVOFF] ":LO=1545:C=l'EMWK 
UC=PEEK(LO) :POKE  LO,160 
:FOR  T=l  TO  100:NEXT  T'HVSH 
POKE  LO,UC:FOR  T=l  TO  100 
:NEXT  T'FNTF 

GET  KS:IF  KS=""THEN  1320'EJXE 
IF  K$="[UP1"AND  LO>1585  THEN 
POKE  LO,UCtLO=LO-80:C=C-ll 
:GOTO  1320'LFEP 
IF  K$=" [DOWN] "AND 

PEEK{LO  +  80)  O160  THEN  POKE  LO,UC 
:LO=LO+80:C=C+11:GOTO  1320'OIES 
IF  K$="  [LEFT]  "AND  PEEK  (  LO-3  )  032 
THEN  POKE  L0,UC:L0=L0-3:C=C-1 
:G0T0  1320'OEST 
IF  K$=" [RIGHT] "AND 
PEEK  (LO+3)  O160  THEN  POKE  LO,UC 
:L0=L0+3:C=C+1:G0T0  1320'OFLU 
IF  K$=CHR$(13)THEN  1410'EKXJ 
GOTO  1320'BEDX 
IF  PT(C) =CC  OR  PC(C)=CP  OR 
PC(C)=13  OR  PC(C)=14  THEN  TA=23 
:CC=PT(C)  :CP=PC(C)  'MXXR 
IF  PT(C}=CC  OR  PC(C)=CP  OR 
PC(C)=13  OR  PC(C)=14  THEN  PRINT" 
[HOME]":GOTO  1450'LIJN 
PRINT" (UP, RVS, WHITE] 


"TAB(6)"THAT  CARD  CAN  NOT  BE 
LAID  DOWN [RVOFF] ": FOR  T=l  TO  5G0 
:NEXT  T'GKIO 
1440  GOSUB  2100:GOTO  1310'CJPD 
1450  CO=CC:GOSUB  930'CITF 
1460  IF  PC(C)=13  OR  PC(C)=I4  THEN 

GOSUB  2100:GOSUB  3100'HXFM 
1470  IF  PC(C)<>13  AND  PC(C)<>14  THEN 

1530'HSLM 
1480  INPUT#1,C$: IF  C$="BLUE"THEN  CC=6 
:CO=CC:CP=PC(C) :TA=23 
:PBINT" [HOME] " :GOSUB  930'KINU 
1490  IF  C$="GREEN"THEN  CC=5:C0=CC 
:TA=23:CP=PC(C) : PRINT" [HOME] " 
:GOSUB  930'JDHU 
1500  IF  C$="RED"THEN  CC=2 :CO=CC : TA=2 3 
:CP=PC(C) : PRINT" [HOME] " 
:GOSUB  930'JDHL 
1510  IF  C$="YELLOW"THEN  CC=7 :CP=PC (C) 
:TA=2  3: PRINT" [HOME] ":CO=CC 
:GOSUB  930'JDQN 
1520  IF  CS<>"BLUE"AND  C5<> "GREEN"AND 
C$<>" YELLOW" AND  C$<>" RED" THEN 
GOSUB  3200'OMFR 
1530  IF  PC(C)=14  THEN  GOSUB  3300'ELTF 
1540  IF  PC(C)=14  THEN  FOR  X=l  TO  4 

:CN=CN+1:G0SUB  630:NEXT  X ' KWVN 
1550  IF  PC(C)=10  THEN  GOSUB  3400' ELOH 
1560  IF  PC(C)=10  THEN  CN=CN+1 

:GOSUB  630:CN=CN+1:GOSUB  630'JEUP 
1570  IF  PC(C)=10  OR  PC(C)=11  OR 
PC(C)=12  OR  PC(C)=14  THEN 
PL=1'KGAS 
1580  FOR  A=C  TO  NC : PC ( A) =PC ( A+1) 

:PT(A)=PT(A+1) :NEXT  A:NC=NC-1 
:GOSUB  1060 'LQOW 
1590  IF  NC=0  OR  CN=0  THEN  2210 'FKPM 
1600  GOSUB  2130:GOSUB  2100'CJUB 
1610  IF  PL=1  THEN  PL=0:C=1 

:GOTO  290'GNLG 
1620  GOSUB  2160 'BEKC 
1630  REM  ***  COMPUTER'S  ROUTINE 

*** 'BXDI 
1640  IF  CP=>0  AND  CP<10  AND  CR=1  THEN 

290'INLL 
1650  IF  CP=13  AND  CR=1  THEN  290'FKGJ 
1660  GOSUB  1190:GOSUB  2100'CJAH 
1665  D2=0:WI=0:W4=0:T2=0:CL=0:SC=0:B=0 

:G=0:R=0:Y=0:CR=1:GC=0'MSGD 
1670  PRINT  TAB(3) " [RVS, UP, WHITE] 

IT  IS  THE  COMPUTER'S  TURN [RVOFF) 
"•CCKP 
1675  FOR  T=l  TO  1000:NEXT  T 

:GOSUB  2100'FNHQ 
1680  IF  CN=1  THEN  PRINT  TAB(9)"[RVS, 
UP, WHITE] THE  COMPUTER  HAS  ONE 
[RVOFF] ":GOSUB  3500 'GKQT 
1690  FOR  A=l  TO  CN:IF  CC(A)=10  AND 
CT(A)=CC  OR  CC(A)=CP  THEN 


D2=A'LEVV 

1700 

IF    CC(A)=13 

THEN    WI=A 

'EKRE 

1710 

IF    CC(A)=14 

THEN    W4=A 

'EKWF 

1720 

IF    CC(A)=11 
T2=A'GRFJ 

AND    CT(A) 

=CC    THEN 

1730 

IF    CC(A)=12 

AND    CT(A) 

=CC    THEN 

T2=A'GRGK 

Continued  onpai'e  60 

58  MARCH  1988 


IMMMm 


3/88  COMMODORE 


„      115  Nassau  St.  NY.,  NY.  10038 
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Sun,  9:30-5:30     Sat    Closed 

^?FlR°^Vc^''u    1(800)345 

OPEN  7  DAYS  6VERV   >VEEK  FAX  NO.   212-564-141 

FOR  ORDtRS  *.  ■-.-«-»     ,-. 


Penn.  Station,  Amtrack  Level  Beneath 
Madison  Sg.  Garden.NY.NY.  10001 


IIMIJTT 
Pi 


1(800)345-7058 

FAX  NO  212-564-1497 
TELEx.422-132 


IMNEWYOBHSTAIECAIL 

(212)732-4500 

FOR  CUSrOHEH  SERVICE  CAll 

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commodore 


COMMODORE   C-6IC   COMPUTER 
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COLOR   MONITOR 
CEOS    SOFTWARE    PROGRAM 

$499 


AMIGA 

IPERIPHERALS 

A-501  512K  EXPANSION 
A-1010  3.S"  FLOPPY  DRIVE 
A-1020T  S.25'  DISK  DRIVE 
Wlin  TRANSFORMER 
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A  1300  GENLOCK 
1 680  MODEM 
A-20aa  BRIDGE  CARD 
RF  MODULATOR 
GO  64   FOR  AM  IG A  500 , 1 000,2000 

USE  YOUR  64  &  128  SOFTWARE 
ON  YOUR  AMIGA   jgg  gg 

THESE  4  OTHER  PERIPHERALS 
IN  STOCK 

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PERIPHERALS 


#17D0K 

EXPANSION  MODULE $99.95 

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#1764 

EXPANSION  MODULE J1  19.95 

*1670AUTOMODEM J  129.95 

XETEC  JR.  INTERFACE S34.95 

XETEC  5H.  INTERFACE $54.95 

C-128  POWER  SUPPLY        $39.95 

C64/C64-C 

POWER  SUPPLY $29.95 

It^A/^  13S1    MOUSE 

WE    CARRY    ALL 
MAJOR    BRAND    SOFTWARE 

IT 


$39.95 


commodore 

C=128t 


N    f^ifitfm 


$219.95 

$43< 


NEW  C-128/DwiTH 
BUILT-IN     DISK   DRIVE 


■  6B000  Processor 

•ilJk  Ram  Eipandjbic  lo  9MLI 
•Graphics  Processor 

IN  STOCK 


0(i)^C 


COMPLETE 
PACKAGE 


COMMODORE    C  H   C   COMPUTER 

COMMODORE   1S*1  DISK   DRIVE 

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CEOS   SOFTWARE   PROGRAM 


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commodore 


^^•^i 


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^COMPLETE 
PACKAGE 


COMMODORE   128  COMPUTER 
COMMODORE   15<1  DISK   DRIVE 
12-   MONITOR 
COMPUTER   PRINTER 


COLOR  MONITOR 

ADD  tno 


$469 


70   SUBSTITUTE   1571   FOR 
15«1     -   ADD   160 


FTSF 


modore 

1541/C 

DISK   DRIVE 

.95 


$149 


'^  1571 

~   DISK    DRIVE 

95 


$209 


V1S8] 

DISK   DRIVE 

95 


$189 


commadore 

MPS-a03C  PRINTE 

$119 

,MPS-1200  PRINTER 

$209 

MPS-1250  PRINTER 


19(12 
W  RGB   COLOR 
MONITOR 


$214 


,95 


'g.n01   COLOR 

MONITOR 


$169 


.95 


2002   COLOR 
MONITOR 


95 


$229 


THOMPSON   RGB 
COLOR  MONITOR 


$289 


95 


DPS  1101  DAISY  WHEEL  PRINTER 


20  MB  HARD  DRIVES 
FOR  C-64/C   -   $769 
FOR  C    128   -   IB49 


.^  EPSON 

■        FX-S6E S309.95 

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Game  Pragrams/One  For  One" 


Continued  from  page  58 

" 'BANK 
260  FOR  Z2=l  TO  7 : NC=Z2 :CN=ZZ 

:GOSUB  370:NC=ZZ:CN=ZZ:GOSUB  630 

:GOSUB  2310:NEXT  ZZ'LPQT 
270  GOSOB  2100'BEEE 
280  PRINT  TAB(13)" [UP, RVS, WHITE] 

DEALING  CARDS [ RVOFF] "'CDUK 
290  IF  CN=1  THEN  PRINT  TAB ( 9 ) " (RVS , UP , 

WHITEJTHE  COMPUTER  HAS  ONE [RVOFF]" 
:GOSUB  30a0'GKLR 
300  CR=0:IF  CN=0  OR  NC=0  THEN 

2210'GOLE 
310  GOSUB  1060:GOSUB  2160'CJCA 
320  GOSUB  2100 'BEEA 
330  FOR  A=l  TO  NC:IF  PT(A)=CC  OR 

PC(A)=13  OR  PC(A)=14  OR  PC(A)=CP 

THEN  1300'MMEQ 
340  NEXT  A'BBTB 
350  PRINT  TAB(12) " (UP, RVS, WHITE! 

YOU  MUST  DRAW  A  CARD [RVOFF]" 

:FOR  T=l  TO  1000:NEXT  T 

:GOSUB  2100'HRIQ 
360  NC=NC+1:G0SUB  370rGOSUB  2160 

:GOTO  1630'FTTK 
370  REM  ***  PLAYER  GET  CARD  ***'BTGJ 
380  DU=0:PC(NC)=INT(0+RND(1)*15) 

:PT(NC) =INT(10+RND(1)*4) 

:GOSUB  1060'MNGV 
390  IF  PC(NC)=0  THEN  430'DKGK 
400  IF  PC(NC)=13  OR  PC(NC)=14  THEN 

PT(NC)=12:G0T0  570'HDRI 
410  GOTO  490'BDMA 
420  REM  ***  CHECK  #  OF  ZERO  CARDS 

***'BXCG 
430  FOR  A=l  TO  NCrIF  PC (A) =PC (NC) AND 

PT (A) =PT(NC) THEN  DU=DU+1'KHJP 
440  IF  PC(A)=CC(NC) AND 

PT(A)=CT(NC)THEN  DU=DU+1'HCNN 
450  IF  PC(A)=CC  THEN  DU=DU+1'FMCJ 
460  NEXT  A'BBTE 
470  IF  DU>1  THEN  380'DGVI 
480  GOTO  890'BDQH 
490  REM  ***  CHECK  #  OF  REG.  CARDS 

***'BXAN 
500  FOR  A=l  TO  NC:IF  PC ( A) =PC (NC) AND 

PT(A)=PT{NC)THEN  DU=DU+1'KHJN 
510  IF  PC{A)=CC(NC) AND 

PT(A)=CT (NC)THEN  DU=DU+1'HCNL 
520  IF  PC{A)=CC  THEN  DU=DU+1'FMCH 
530  NEXT  A'BBTC 
540  IF  DU>2  THEN  380'DGWG 
550  GOTO  890'BDQF 
560  REM  ***  CHECK  #  OF  WILD  CARDS 

***'BXLL 
570  FOR  A=l  TO  NC:IF  PC (A) =PC (NC) AND 

PT(A)=PT(NC)THEN  DU=DU+1'KHJU 
580  IF  PC (A) =CC (NC) AND 

PT(A) =CT (NC)THEN  DU=DU+1 ' HCNS 
590  IF  PC(A)=CC  THEN  DU=DU+1'FMC0 
600  NEXT  A'BBTA 
610  IF  DU>4  THEN  380'DGYE 
620  GOTO  890'BDQD 

630  REM  ***  COMPUTER  GET  CARD  ***'BVSI 
640  DU=0:CC(CN) =INT(0+RND(1) *15) 

:CT{CN)=INT{10+RND(1)*4) 


:GOSUB  1190'MNJU 
650  IF  CC(CN)=0  THEN  690'DKBJ 
660  IF  CC(CN)=13  OR  CC(CN)=14  THEN 

CT(CN) =12:G0T0  830'HDCQ 
670  GOTO  750'BDLI 
680  REM  ***  CHECK  #  OF  ZERO  CARDS 

***'BXCO 
690  FOR  A=l  TO  CN:IF  CC ( A) =PC (CN ) AND 

CT(A)=PT(CN)THEN  DU=DU+1'KHIX 
700  IF  CC(A)=CC(CN)AND 

CT{A)=CT(CN) THEN  DU=DU+1'HCMM 
710  IF  CC(A)=CC  THEN  DU=DU+1'FM0I 
720  NEXT  A'BBTD 
730  IF  DU>1  THEN  640'DGUH 
74  0  GOTO  910'BDJG 
750  REM  ***  CHECK  #  OF  REG.  CARDS 

***'BXAM 
760  FOR  A=l  TO  CN:IF  CC { A) =CC (CN ) AND 

CT{A) =CT(CN) THEN  DU=DU+1'KHHV 
770  IF  CC(A)=PC(CN)AND 

CT(A) =PT(CN)THEN  DU=DU+1'HCNT 
780  IF  CC(A)=CC  THEN  DU=DU+1'FM0P 
790  NEXT  A'BBTK 
800  IF  DU>2  THEN  640'DGVF 
810  GOTO  910'BDJE 
820  REM  ***  CHECK  #  OF  WILD  CARDS 

***'BXLK 
830  FOR  A=l  TO  CN:IF  CC ( A) =CC (CN) AND 

CT(A)=CT (CN)THEN  DU=DU+1'KHHT 
840  IF  CC(A) =PC{CN)AND 

CT (A) =PT(CN) THEN  DU=DU+1'HCNR 
850  IF  CC(A)=CC  THEN  DU=DU+1'FM0N 
860  NEXT  A'BBTI 
870  IF  DU>4  THEN  640'DGXM 
880  GOTO  910'BDJL 

890  REM  ***  ASSIGN  PLAYER  ***'BSDQ 
900  DU=0:GOSUB  1060 : RETURN ' DJIG 
910  REM  ***  ASSIGN  COMPUTER  ***'BUPJ 
920  DU=0:GOSUB  1190 : RETURN ' DJMI 
930  REM  ***  DRAW  CARD  ***'BOKJ 
940  POKE  646,CO:PC$ (0)=" [RVS, 

SHFT  POUND]  "'CNTL 
950  PRINT  TAB(TA) " [SHFT  U,SHFT  *7, 

SHFT  I] "'CDYQ 
960  IF  CROl  THEN  PRINT  TAB(TA)" 

[SHFT  -,RVS] ";MIDS(PC$(C)  ,1,3) " 
[SPACE3,CMDR  *, RVOFF]   [SHFT  -] 
"'HTPV 
970  IF  CR=1  THEN  PRINT  TAB(TA)" 

[SHFT  -,RVS] ";MID$(CC$(C) ,1,3)" 
[SPACE3,CMDR  *, RVOFF)  [SHFT  -] 
II  .  G-pFV 

980  PRINT  TAB(TA) " (SHFT  - , RVS ,SPACE6 , 

CMDR  *, RVOFF, SHFT  -]"'CDAQ 
990  PRINT  TAB (TA) " [SHFT  - , RVS , SPACE7 , 

RVOFF, SHFT  -]"'CDIR 
1000  PRINT  TAB (TA) " [SHFT  -, RVS , SPACE? , 

RVOFF, SHFT  -] "'CDIX 
1010  PRINT  TAB(TA) " [SHFT  -, RVS , SPACE? , 

RVOFF, SHFT  -] "'CDIY 
1020  PRINT  TAB (TA) " (SHFT  - , CMDR  *,RVS, 

SPACE6, RVOFF, SHFT  - ] " ' CDAA 
1030  PRINT  TAB(TA) " [SHFT  -]   [CMDR  *, 

RVS, SPACE4, RVOFF, SHFT  POUND, 

SHFT    -J  "'CDHC  o      ■      J  ™, 

Continued  on  page  62 


60     MARCH  1988 


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1890 


1900 


Game  Programs/ One  For  One 

Continued  from  page  60 

1740  IF  CC(A)=11  AND  CC(A)=CP  THEN 

T2=A'GRBL 
1750  IF  CC{A)=12  AND  CC(A)=CP  THEN 

T2=A'GRCM 
1760  IF  CC(A)=CP  OR  CT(A)=CC  THEN 

CL=A'GRIO 
1770  IF  CT{A)=CC  THEN  SC=A'EKCM 
1780  IF  CT{A)=6  THEN  B=B+1'FJIN 
1790  IF  CT(A)=5  THEN  G=G+1'FJR0 
1800  IF  CT(A)=2  THEN  R=R+1'FJLG 
1810  IF  CT(A)=7  THEN  Y=Y+1'FJFH 
1820  NEXT  A'BBTD 
1830  IF  B=>G  AND  B=>R  AND  B=>Y  THEN 

GC=6'LJBN 
1840  IF  G=>B  AND  G=>R  AND  G=>y  THEN 

GC=5'LJK0 
1850  IF  R=>B  AND  R=>G  AND  R=>Y  THEN 

GC=2'LJEP 
1860  IF  Y=>B  AND  Y=>G  AND  Y=>R  THEN 

GC=7'LJSR 
1870  IF  T2O0  THEN  A=T2:G0SUB  1960 

:GOTO  1630'HQHP 
1880  IF  W4O0  AND  SC  =  0  AND  NC<3  THEN 
A=W4:CT(A) =GC:GOSUB  1960 
:GOTO  1630 'MFWX 
IF  D2O0  THEN  A=D2:G0SUB  1960 
:GOTO  1630'HQAR 
IF  CLO0  AND  NCOl  THEN  A=CL 
:GOSUB  1960:GOTO  290'KSKM 
1910  IF  WIO0  THEN  A  =  WI  :  CT  ( A)  =GC 

:GOSUB  1960:GOTO  290'IXPN 
1920  IF  W4O0  AND  SC  =  0  THEN  A=W4 
:CT(A) =GC:GOSUB  1960 
:GOTO  1630 'KCJQ 
1930  IF  CLO0  THEN  A=CL:GOSUB  1960 

:GOTO  290'HPDM 
1940  PRINT  TAB(6) " [RVS, WHITE, UP] 

THE  COMPUTER  MUST  DRAW  A  CARD" 
:FOR  T=l  TO  500:NEXT  T'GKNU 
1950  CN=CN+1:G0SUB  630:GOSUB  2100 

:GOSUB  1190:GOTO  290'GXLP 
1960  REM  ***  COM.  LAY  DOWN  CARD 

**'BUPN 
1970  IF  CT(A)=12  THEN  CT ( A) =GC ' EOMO 
1980  CO=CT(A) :CP=CC(A) :CC=CO :CN=CN-1 
:C=A:TA=23:PRINT" [HOME] ":CR=1 
:GOSUB  930'KSQC 
1990  IF  CC(A)=14  THEN  PRINT  TAB(8)" 
[RVS, WHITE, DOWN] you  MUST  DRAW 
FOUR  CARDS [RVOFF] " 
IGOSUB  3600'GOYY 
2000  IF  CC(A)=10  THEN  PRINT  TABC8)" 
[RVS, WHITE, DOWN) YOU  MUST  DRAW 
TWO  CARDS [RVOFF] ":GOSUB  360e'GODH 
2010  FF=A'BDBV 

IF  CC(A)=14  THEN  FOR  X=l  TO  4 
:NC=NC+1:G0SUB  370:NEXT  X 
:GOSUB  1060:GOSUB  2160'MHMK 
A=FF'BDBX 

IF  CC(A)=10  THEN  FOR  X=l  TO  2 
:NC=NC+1:G0SUB  370:NEXT  X 
:GOSUB  1060:GOSUB  2160'MHGM 
2050  A=FF'BDBA 

2060  FOR  Z=A  TO  ON :CC ( Z) =CC ( Z+1 ) 
:CT{Z)=CT(Z+1) :NEXT  Z 
:GOSUB  1190'JKFO        


2020 


2030 
2040 


2070  GOSUB  2100:A=FF'CIJE 

2080  IF  CN=0  OR  NC=0  THEN  2210'FKPH 

2090  RETURN 'BAQD 

2100  REM  ***  CLEAR  STATUS  LINE 

***'BVDA 
2110  PRINT" [HOME, DOWN10] " 

:FOR  X=l  TO  39: PRINT"  ";:NEXT  X 

:PRINT'HKMD 
2120  RETURN 'BAQW 
2130  REM  ***  CLEAR  SCREEN  BOTTOM 

***'BXJE 
2140  FOR  A=1503  TO  1984:POKE  A, 32 

:NEXT  A: PRINT" [UP] " 'GRMG 
2150  RETURN'BAQA 

2160  REM  ***  DEAL  CARDS  ***'BPOF 
2170  CR=0:TA=-3:FOR  A=l  TO  NC:C=A 

:TA=TA+3:C0=PT (A) :GOSUB  930 

:PRINT" (UP10] " "MJJX 
2180  IF  TA=>28  THEN  PRINT" [DOWN] " 

:TA=-3'HIGJ 
2190  NEXT  A'BBTE 
2200  RETURN 'BAQV 

2210  REM  ***  PLAYER  WINS  ***'BQCB 
2220  GOSUB  2100:GOSUB  2130'CJUA 
2230  FOR  A=l  TO  15'DEYB 
2240  POKE  646,A'BFNB 
2250  IF  NC=0  THEN  PRINT" [ HOME , DOWNl 1 ] 

"TAB(3) "CONGRATULATIONS-YOU  WON 

I  I  !"'FFTN 
2260  IF  CN=0  THEN  PRINT  TAB (5 ) " [HOME , 

DOWNll] "TAB (6) "SORRY-THE 

COMPUTER  WINS"'GHRO 
2270  FOR  T=l  TO  200:NEXT  T'EHDG 
2280  PRINT" tH0ME,D0WN13] "TAB (7) "[RVS, 

YELLOW] PRESS  ANY  KEY  TO  PLAY 

AGAIN [RVOFF] "'CCDP 
2290  GET  A?: IF  A$=""THEN  NEXT  A 

:GOTO  2230'GLNK 
2300  RUN'BAMW 

2310  REM  ***  SHUFFLING  SOUND  ***'BUKD 
2320  POKE  S,45:POKE  S+l,33:POKE  S+5,49 

:POKE  S+22,l:POKE  S+23,1 

:POKE  S+24,79'LKEN 
2330  FOR  N=l  TO  30:POKE  S+4,129'FLFF 
2340  FOR  T=l  TO  1:NEXT  T:POKE  S+4,128 

:FOR  T=l  TO  1:NEXT  T:NEXT  N 

: POKE  S+24,0'NBOO 
2350  RETURN'BAQC 
3000  FOR  T=l  TO  1500:NEXT  T:GOSUB  2100 

: RETURN 'GOGB 
3100  PRINT  TAB(6)"[UP, WHITE] 

CHANGE  COLOR  TO  WHAT?"; 

:  RETURN 'DEAE 
3200  GOSUB  2100:GOTO  1460 : RETURN 'DKPA 
3300  GOSUB  2100:PRINT  TAB (4) " [ UP ,RVS , 

WHITE] THE  COMPUTER  IS  DRAWING 

FOUR  CARDS [RVOFF] ": RETURN 'EIHM 
3400  GOSUB  2100:PRINT  TAB ( 5) " [UP , RVS , 

WHITE] THE  COMPUTER  IS  DRAWING 

TWO  CARDS [RVOFF]": RETURN 'EIQN 
3500  FOR  T=l  TO  1500:NEXT  T:GOSUB  2100 

: RETURN 'GOGG 
3600  FOR  T=l  TO  500:NEXT  T: RETURN ' F I AF 
1  3700  FOR  T=l  TO  500:NEXT  T : RETURN ' FIAG 

lEND 


62    MARCH  1988 


64  and  128  Software  Reviews/Paperboy— 

Continued  from  pg.  20 

ter  on  the  trip  from  hall  to  home.  The 
principles  of  the  game  have  been  kept 
simple,  so  that  a  newcomer  could  sit  down 
and  start  playing  in  a  matter  of  minutes. 
But  enough  variations,  nuances  and  sur- 
prises have  been  incorporated  to  give  the 
contest  considerable  depth,  allowing  the 
users  to  approach  the  game  irom  a  num- 
ber of  different  strategic  angles. 

For  example,  with  the  first  misguided 
toss  along  your  route,  you're  apt  to  discov- 
er one  of  the  many  additional  applications 
of  your  paper  projectiles.  Send  a  Sun 
crashing  through  a  non-subscriber's  win- 
dow, and  the  dirty  deed  will  be  rewarded 
with  a  generous  supply  of  bonus  points. 
Who  said  crime  doesn't  pay?  But  you  can't 
afford  to  be  too  careless,  for  if  you  happen 
to  hit  a  paying  customer's  pane,  the  dam- 
age will  be  deducted  fixjm  your  score.  If 
you're  feeUng  especially  destructive,  other 
assorted  fixtures,  hke  lamp  posts,  bushes 
and  garbage  pails  can  also  become  the  ob- 
ject of  this  peculiar  vandalism.  Just  re- 
member to  keep  an  eye  on  your  paper 
count.  If  you're  on  a  mean  streak,  the 
eight  editions  that  you're  allotted  at  the 
start  of  play  will  disappear  in  the  first  half 
block.  Additional  Sun  bundles  can  be 
found  along  the  way,  but  they  usually  re- 
quire the  rider  to  maneuver  across  some 

Tired  Tips:  Becoming  a  News 
Worthy  Spokes  Man 

Tips  are  usually  the  bread  and  butter  of 
a  paperboy's  existence,  so  Fve  listed  a  few 
tliat  might  help  you  to  steer  your  way 
through  those  training-wheel  days  in  your 
new  neighborhood.  Here's  hoping  you  sur- 
vive until  collection  day. 

•  If  you  study  the  play  field  carefully, 
you  will  note  that  the  diagonally  scrolling 
design  of  the  neighborhood  severely  limits 
the  area  in  which  your  biker  can  travel, 
"frying  to  ride  the  blacktop  at  the  screen's 
bottom  right-hand  comer  for  any  ex- 
tended period  of  time  is  actually  tanta- 
mount to  cyclist's  suicide,  since  the  re- 
stricting perspective  really  leaves  you  no 
way  of  knowing  what  obstacles  are  ap- 
proaching. So,  whenever  a  driveway  ap- 
pears, use  it  to  move  up  onto  the  sidewalk 
on  the  left.  Even  if  it  is  occasionally  clut- 
tered, this  path  provides  twice  the  visibil- 
ity of  the  parallel  roadway,  affording  you 
plenty  of  time  to  plan  your  maneuvers 
without  having  to  rely  solely  on  reflex  re- 
actions. 

•  Many  of  the  moving  obstacles  along 
your  route  are  biker  activated,  in  that 


dangerous  terrain  before  they  can  be 
claimed.  Will  you  play  it  safe  and  concen- 
trate on  keeping  the  customer  satisfied,  or 
will  you  treat  the  unsuspecting  neighbor- 
hood like  a  shooting  gallery?  The  choice  is 
yours. 

The  one  element  of  this  package  that 
might  be  a  bit  disappointing  to  some  is 
the  documentation,  or  lack  thereof  One 
paragraph  and  one  diagram  are  all  that's 
been  provided  to  prep  you  for  your  paper 
peddling,  leaving  a  whole  lot  to  be  discov- 
ered by  trial  and  error  In  reality,  this  is 
what  we've  all  come  to  expect  from  arcade 
contests.  But  if  you're  the  type  who  likes 
to  know  exactly  what  he's  up  against  be- 
fore taking  to  tiie  road,  then  you  may  be 
forced  to  first  pick  up  the  particulars  as  a 
spectator  No  problem  there.  With  this 
contest's  stunning  graphics  and  smooth 
animation,  simply  watching  can  be  enjoy- 
able enough. 

With  the  unveiling  of  this  contest,  coup- 
led with  the  release  oi  Gauntlet,  another 
coin-op  classic,  Mindscape  is  obviously 
trying  to  build  a  reputation  as  a  major 
supplier  of  arcade  action.  If  this  package  is 
any  indication  of  what's  in  store,  then 
that's  good  news  for  all  of  us.  If  you  liked 
the  sights,  sound  and  play  of  its  predeces- 
sor, you're  in  for  a  treat.  This  Paperboy  de- 
livers it  right  to  your  home.  Q| 

they  wait  for  your  svirrogate  to  reach  a 
certain  point  on  the  street  before  they  go 
into  motion.  Sometimes  the  best  way  to 
avoid  these  types  of  hazards  is  to  exercise 
patience.  If  you  stand  on  your  brakes  and 
move  forward  at  a  snail's  pace,  the  mobile 
danger,  anticipating  your  speed  to  be  a  lot 
faster,  will  often  cut  across  your  path  long 
before  it  could  pose  any  problem. 

•  Goodbye  doesn't  mean  forever.  One 
important  strategic  point  that  is  not  men- 
tioned in  the  instructions  is  the  fact  that  it 
is  possible  to  win  back  lost  customers.  Ev- 
i  ery  time  you  have  a  perfect  delivery  re- 
cord for  any  given  round,  your  diligence  is 
rewarded  with  the  reinstatement  of  a  sub- 
scriber who  you  might  have  passed  in  an 
earher  round.  So  if  at  first  you  don't  suc- 
ceed..  . 
\      •  As  you  press  on  into  the  week  with 
i  your  deliveries,  the  roimds  become  pro- 
l  gressively  harder  This  increase  in  diffi- 
\  culty  is  brought  about  by  a  daily  addition 
•  of  a  couple  of  new  obstacles  to  make  your 
ride  a  little  rougher.  But  the  earlier  pit- 
falls will  still  remain  constant.  If  you  can 
recognize  patterns  at  each  skill  plateau 
and  devise  a  workable  avoidance  plan, 
you  will  only  have  to  contend  with  one  or 
two  hazards  in  each  round.  Q 


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COMMODORE  MAGAZINE    63 


JIFFIES" 


by  Steve  Goldsmith 


Easy  Keys 

Function  key  macws 
for  the  Commodore  64 


This  program  lets  the  user  create  function  key  macros  for  use 
in  BASIC  prograinming.  After  you  assign  text  1 70  charac- 
ters maximum]  to  a  function  key,  the  progium  will  ask  you  if 
you  want  an  auto-return  character  If  you  have  an  auto-retum 
character,  BASIC  will  interpret  the  line  as  if  you  had  typed  it  in 
fiiom  the  keyboard.  For  example,  you  could  enter;  L0AD"$",8 
with  an  auto-retum,  and  when  you  hit  that  function  key  it  will 
load  your  director}'  from  the  disk, 
lb  use  the  program: 

1.  Type:  LOAEl"EASY  KEYS".8  <RETURN> 

2.  Type:  RUN  <RETURN> 

3.  Then  enter  text  to  represent  function  key.  g 

Bdi>rt  lyping  ihis program,  ri'id  "Htm  tii  tnirr  Pf(ij;fam<'  jnJ  'llim  to  I'st  ihi-  .NSaoa^int: 
Eniry  Proprjm."  The  BASIC  prugrims  in  this  majtazinc  arc  available  on  di^t  from  Uiadstar. 
P.O.  Box  30008.  Shrcvqiod,  LA  7IIJ(MH)0".  !  ■800-8.^1  •2604. 

Easy  Keys 

100  REM  EASY  KEYS'BIDW 

110  REM  BY  STEVE  GOLDSMITH ' BQQB 

120  REM  1984 'BEAX 

130  POKE  53280, 14:P0KE  53281,12 


7T7TT 


I  LOTTO 

VnTHYOURCmSPUTER! 


Your  Computer  is  a  Big  Advantage 
In  These  Big  Money  Games. 

The  original  "LOTTO  PROGRAM,"  the  only  one  Ihat  is  sold  by  computer  anfJ 
software  stores  irom  coast  to  coasl  will  analyw  past  winninq  lotto  nuinbers  and 
produce  a  powerful  probability  study  on  easy  to  read  charts  in  just  seconds.  With 
single  key  presses,  youll  see  from  Ihe  menu— on  eilher  your  screen  or 
printer— tianda,  pattema,  odd/eYens,  nun  tolala,  number  iiequenciaj  and  .Tiore.  Its 
versatility  allows  you  to  play  any  sii-  or  seven-number  lotto  game  and  play  as  many 
as  you  like.  It  also  includes  nunil»r  wheeling,  instant  updating  and  a  built-in 
tulorial  to  get  you  started  fast  and  easy! 

Hero's  what  soma  of  our  customers  have  lo  say; 

Melvin  Miller  of  minoii— "It  is  without  question  Ihe  most  reasonably  priced  and 

elficieni  program  on  the  markel." 

loseph  Biniek  of  Maryland— "I'm  approximately  32,000  ahead  in  lour  weeb.  Thanb!" 

loseph  Stanley  of  Caliioniia-"Got  your  LOTTO  PROGRAM  on  Friday,  hit  four  of  six 

plus  bonus  number  on  Saturday,  so  the  program  paid  for  itself." 

CHICIS  AHD  CHAflGE  CASDS  ACCEPTED  Wmi  NO  SUBCHAJGE. 

Fa5l  and  tr[endly  service.  MmI  orders  dre  shipped  the  wme  day. 

APPLE.  IBM  and  Commodore JM.9S 

Alan,  Radio  Shack   S21.95 

Macintosh  (requires  M/S  Bailc) J2S.9i 

Bacfc-up  Copies HM 

FlfiAie  add  S2.0O  loi  shipping  and  handling.  Phone  crtdil  given  mtli  orden. 

^^  513-2781U0  ^ 

Bvt€     P-0.  Box  5701  •  Forest  Park 
^  '  Dayton,  Ohio  45405 


: PRINT" [CLEAR, BLACK, RVS,SPACE15] 
EASY  KEYS[SPACE16] "'DSNL 
140  PRINT"TyPE  IN  THE  COMMANDS  YOU 

WANT  THE [SPACE7J FUNCTIONS  KEYS  TO 
REPRESENT. " 'BAKR 
150  DIM  F$(8) :TX=49408:OPEN  1,0 

;GOSUB  280'EVYG 
160  FOR  A=l  TO  8:PRINT" [DOWN] 
FUNCTION  "A":": INPUT#1,A$ 
:B=512'GPFK 
170  IF  PEEK(B)=0  THEN  190'EHDG 
180  F$(A)  =FS'(A)  +CHR$(PEEK(B)  )  :B  =  B  +  1 

:GOTO  170'HXCM 
190  PRINT:PRINT"AUTO  RETURN  (Y/N):  " ; 

:INPUT#1,A$'DHRM 
200  IF  A$  =  "Y"THEN  F$  ( A)  =F$  ( A) -i-CHRS  ( I  3) 

:GOTO  230'HUCE 
210  IF  AS="N"THEN  F$  (  A  )  =F$  ( A) -t-CHR$  ( i3  ) 

:GOTO  230'HTOF 
220  GOTO  190'BDJY 
230  PRINT:NEXT'CBJA 
240  PRINT" [CLEAR, RVS] EASY  KEYS 
[SPACE10]COMPILING 
INFORMATION" ' BAXL 
250  FOR  A=l  TO  8 : HI  =  INT  (TX/256) 

:LO=TX-HI*256:POKE  491  52-1-  (A-1 )  *2  , 
LO'NMSS 
260  POKE  49153+{A-1) *2,HI:READ  B 

:FOR  C=l  TO  LEN (FS ( B) ) ' JAHM 
270  POKE  TX,ASC(MID$(F$(B) ,C,1) ) 
:TX  =  TX-i-l:NEXT:NEXT:SYS  49168 
:NEW' JGRP 
280  FOR  A=0  TO  106:READ  B 

:POKE  4  9168+A,B:NEXT:RETURN' ISFM 
290  REM  MACHINE  LANGUAGE  PROGRAM 'BWXL 
300  DATA  169,0,133,255,120,169,33,141, 

20,3'BIND 
305  DATA  169,192,141,21,3,88,96,165. 

255,208,50'BMJJ 
310  DATA  165,197,201,3,144,4,201,7, 

144,3,76,49'BMQF 
315  DATA  234,173,141,2,240,7,165,19-', 

24,105'BJRK 
320  DATA  1,208,5,165,197,56,233,3,10, 

170,189'BKWG 
325  DATA  0,192,133,251,189,1,192,133, 

252,169'BKWL 
330  DATA  0,133, 254, 169, 1,133, 255, 16'i, 
254,177'BKXH 

335  DATA  251,240,11,201,13,208,14,141, 

119,2'BJWL 
340  DATA  169,1,133,198,169,0,133,255, 

76,49,234'BMLI 
345  DATA  141,119,2,169,1,133,198,230, 

254'BGCM 
350    DATA    76,49,234'BJCE 
360    REM    FUNCTION    KEY    EVALUATION ' BVNJ 
370    DATA    7,1,3,5,8,2,4,6'BPPH  ^„q 


64    MARCH  1988 


ACT  NOW  AND  SAVE  44% 

ON  YOUR  SUBSCRIPTION  TO  COMMODORE  MAGAZINE 


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■wrjr-T^         I'd  like  to  take  advantage  of 
jl  Xi3^        this  Special  Offer  and  receive 
Commodore  Magazine  for  44%  off  the 
newsstand  price. 


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METHOD  OF  PAYMENT 

□   KncloscJ  is  my  check  or  money  urdL-r  for  $  19.^5 

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D   Bill  niL- 
n   charge  my  VISA  or  MusltrCaril  Cartl  number 


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Alt  prices  En  U.S.  Currency.  Canadian  orders adj  ild.OO  to  each  Mjhscfipiitin  [« 
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On  screen,  facing  page:  PmWrite 


The  number  of  word  proces- 
sors the  Amiga  owner  can 
choose  from  is  growing.  At 
this  writing  there  are  nearly 
a  dozen  on  the  shelf  and 
more  in  the  works.  We'll 
compare  six:  Desktop 
VizaWrite,  WordPerfect, 
LPD,  Scribble!,  ProWrite 
and  Ihlker. 

by  Gaiy  V.  Fields 


Doing  it 


JK  s  best  I  can  trace,  the  first  micro- 
g^^  computer woi-d  processor  ap- 
^J^  peared  on  the  mai'ket  around 
X      ^  1977,  It  was  called  Eledrk 
Pencil,  and  for  the  fii-st  time  \vrite!'s  were 
free  to  compose  and  edit  their  words  on  a 
computer's  monitor  The  process  of  trans- 
lating thoughts  into  words  has  never  been 
the  same. 

Each  year  programmers,  after  seeing 
what  their  competition  offers,  strain  to 
turn  out  better  word  processoi-s  which  are 
faster,  easier  to  use  and  have  more  fea- 
tures than  those  on  the  shelves.  Nowhere 
are  the  benefits  of  these  efforts  more  e\i- 
dent  than  in  the  current  batch  of  word 
processors  for  the  Amiga.  These  programs 
are  as  fai-  removed  from  early  worf  proces- 
sors as  lead  pencils  ai-e  fit)m  coiTectable 
typewritere. 

Recognizing  that  Amiga  users  expect 
more  firom  their  systems,  that's  exactly 
what  the  software  developers  have  deliv- 
ered. Let's  take  a  look  at  some  of  the  lead- 
ing word  processors  on  today's  Amiga 
market.  Actually,  the  label  "word  proces- 
sor" doesn't  do  most  of  these  programs  jus- 
tice. Not  only  do  these  enable  you  to  ma- 
nipulate words  using  all  the  traditional 
editing  features,  but  some  also  let  you  in- 
corporate graphics,  display  and  print  in 
color  and  mbc  fonts  and  styles.  Some  will 
double  check  your  documents  for  spelling 
errors  or  suggest  synonyms  or  antonyms 
when  you  just  can't  think  of  the  right 
word.  One  will  help  you  organize  your 
thoughts  with  an  outline  option  and  an- 
other will  even  talk  to  you. 

With  so  many  features  to  select  from, 
choosing  the  one  for  your  personal  or  busi- 


ness use  can  be  confusmg.  Before  you  can 
decide  which  program  is  best,  you  must 
decide  how  you  will  be  using  it.  Do  you 
need  stylized  printouts,  mail-merg<;  func- 
tions, color  printouts  or  help  with  jour 
spelling?  Do  the  files  created  wiihia  the 
processor  need  to  be  compatible  with  other 
programs?  Will  you  be  using  the  pixigram 
daily  or  only  occasionally?  These  are 
things  you  should  think  about  before  you 
make  your  purchase. 

While  all  the  progi-ams  could  be  used 
for  fraditional  writing  tasks,  each  :.s  best 
suited  for  a  specific  chore.  Each  is  ^vonder- 
ful  for  what  it  was  designed,  but  hi  sure 
the  one  you  purchase  is  geai'ed  to  I'our 
needs. 

ProWrite 

PmWrite  fix)m  New  Horizons  is  the  per- 
fect word  processor  for  those  who  must 
mix  text,  graphics  and  color  No  otlier  pro- 
gram on  the  market  blends  these  three 
better  By  the  same  token,  the  profsram 
can  handle  black  and  white  text  ajid 
graphics  just  as  well,  but  after  youVe  seen 
the  impact  color  adds  to  your  display, 
you'll  want  it  in  your  printouts. 

The  program  uses  a  WYSIWYG  (What 
You  See  Is  What  You  Get)  display.  Using 
both  mouse  and  keyboard  commands  you 
can  mix  fonts  and  styles  with  graphics 
created  by  programs  like  DelnxePaint  II  or 
Aegis  Animator  or  any  which  use  the  IFF 
format.  Moving,  sizing,  or  rearranging  ei- 
ther text  or  graphics  is  as  simple  £is  point- 
ing, clicking  the  mouse  and  doing  it.  I  was 
happily  surprised  to  find  that  ProWrite 
employed  most  of  the  traditional  editing 
tools  (cut,  copy,  paste,  move)  but  also  in- 


56    MARCH  1988 


n 


Ik  I*-  rail*  Se  Jlrti^  jjsitin  it  cs*  Iw,  lU  wiSi. 
fsWaVa  ti  am  Tk  trm  trii^  n  \i  stgp,  sds  ii 


I  ny  te  1h  Gaanbt  kq  si!  cU  Bi  •  nir  td  tg  ss  ilt  fit 


at  Hit  In  M  einc  Kc^w  jiti  a» ;-; 
3!j  :~iiTr  *E  .-TTTifTrL  arf  !«*  wt  mo  mi* 
nW  if  w  vtst  nif.  w  Mft4  fHn  m  row  ta  tsfUr;, 
tirUm  li>m-a  Oil  >i0t  till  lt>  JKnit!.  Kigii 
nVri  «a  tn,  i!a««  ll  «  rtilin  lb  firi  m  hIkuii 
it  M  $1-1  ; 

>ini!.  «n   I   Tint  nM  m  itifl   II,   m  W 
frilttfS)  Int  n  TW  tin.  ShTT 

•n, Bi!*»i. iijf  m^ti, ny  *ll.t     ..1 

"am  m  lit  llsTElit  tM  sif  w 

-1,  Bo  ll.-tO.  iiJjpiHl    I,.,    ,„     ,.^,_     ., 

s;ii.^!^=^^- ----I 


S(rihhU-: 


Recognizing  that  Amiga 
users  expect  more  from 
their  systems,  that's  exactiy 
what  the  software  develop- 
ers have  delivered. 


eluded  headers  and  footers.  The  program 
can  be  used  with  either  the  default  prefer- 
ences screen  or  interlace. 

ProWrite  not  only  allows  you  to  include 
both  text  and  graphics  on  the  page,  but  it 
also  allows  you  to  flow  the  text  around  the 
graphic  or  superimpose  one  over  the  oth- 
er— powerful  options  I  have  not  seen  in 
any  other  word  processor.  Of  course,  all 
this  can  be  done  with  mixed  colors.  These 
features  make  the  program  perfect  for 
special  needs  like  newsletters,  charts,  bul- 
letins. You  could  even  write,  illustrate  and 
print  an  entire  illustrated  book. 

While  the  program  creates  beautiful,  if 
not  dazzhng,  documents  (even'one  loves 
color),  it  does  have  some  quirks  which 
bother  me.  First,  it  is  a  memory  hog.  I 
have  2.5  megabytes  on  my  system  and 
still  occasionally  run  up  against  the  mem- 
ory barrier.  Tb  help  you  avoid  corrupting 
your  memon',  press  the  HELP  key  to  open 

ProWrite  is  the  perfect  word 
processor  for  those  who  must 
mix  text,  graphics  and  color. 

a  window  which  lists  how  much  free  mem- 
ory remains,  lb  avoid  a  conflict  (or  system 
lockup)  I  suggest  you  always  check  the  re- 
maining memory  before  importing  either 
text  or  graphics. 

I  don't  like  the  ProWrite's  file  handling 
routines  either.  Each  time  you  try  to  load 
or  save  a  file,  the  program  goes  through 
the  routine  of  recalling  the  entire  directo- 
ry of  the  current  disk.  With  a  disk  filled 
with  a  hundred  or  so  open  clip  art  files, 
these  delays  can  be  infiariating,  especially 
if  you  want  to  switch  to  another  disk.  If 
you  change  disks,  you  have  to  wait  all 
over  again. 

lb  make  things  worse,  the  buffer  is  still 
accepting  input.  This  means  any  random 
button  pressing  on  your  part  is  accepted 
by  the  buffer  and  will  be  acted  upon  as 
soon  as  DOS  finishes.  As  a  i-esult,  if  you 
click  a  couple  of  times  while  DOS  is  oper- 


ating, you  might  as  well  go  out  for  lunch, 
because  you  are  not  going  to  regain  con- 
trol of  ProWrite  until  the  buffer  is  flashed. 
Most  of  these  delays  can  be  avoided  once 
you  realize  how  the  routine  works,  tiut  un- 
til then  plan  to  take  a  coffee  break  ivhen 
you  save  or  recall  a  file. 
Editor's  Note:  By  the  time  you  read  this, 
version  2.0  of  ProWrite  sbJould  be  wxiil- 
able.  The  file  handling  routines  haw.  been 
modified,  and  a  95,000-word  spellch£cker 
has  been  added,  as  well  as  many  other  fea- 
tures. Contact  New  Horizons  for  addition- 
al information. 

Desktop  \'izaWrite 

Desktop  VizaWrite  fix)m  Progressive 
Peripherals  and  Sofbware  straddles  the 
line  which  divides  conventional  woJ-d  pro- 
cessing and  desktop  publishing. 

It  is  one  of  the  few  programs  on  the 
Amiga  market  which  vrill  work  with  as  lit- 
tle as  256K  of  memory.  But  don't  bf  fooled 
by  the  size  of  the  program — it  may  weigh 
in  as  a  bantam  weight  contender,  but  it 
has  the  punch  of  a  heavy  weight. 

Like  most  modem  word  processors, 
VizaWrite  uses  the  WYSIWYG  format. 
The  program  will  work  in  either  the  nor- 
mal 80-column  display  or  interlace,  and  it 
displays  as  many  font  sizes  and  types  as 
you  please.  You  can  also  use  superscripts, 
subscripts,  headers  and  footers  in  your 
documents. 

Unlike  ProWrite,  this  one  works  with 
black  and  white  text  and  graphics  only.  It 
also  handles  graphics  differently  than 
ProWrite.  The  program  treats  graphics,  re- 
gardless of  their  %isual  mdth,  as  if  they 
were  as  wide  as  the  entire  screen.  This 
means  you  can't  mix  graphics  over  text  or 
cause  words  in  your  document  to  flow 
around  them  (even  though  there  nriay  be 
inches  of  open  space),  lb  get  around  this 
limitation,  the  manual  suggests  ycu  add 
the  required  text  to  graphics  you  want  to 
include  before  loading  them  into  Viza- 
Write. While  this  solution  is  not  difficult  to 
manage,  it  does  require  more  planning  on 
the  user's  part. 


68    MARCH  1988 


W  1,  UK  U,  UIM  a 


OTfttlv  matt  W  Ml  1 

I  Mil  «m»  Bf  injKi!  Hi  mlKi  li  (V 
-nirmrf  llilt.  *1»  mlcfl  !i  n  Hm  ««r  Mil(»t  hlj.   _ 
till  mft^flHil  rrifrJn  fiw  ^  il]  th  faKltlis  m  Mil  tvfct 
trw  1  liri mcisttp  flM  tit  rillitint  ttiOtn:    , 

FH tR  tiiAil  m Rl! 

*-Bi«i  tnl  r»a«nt!  iit Win  HIBm, 
BtoliKi,  iiJIn,  sWTKrIlit,  Ml  nt- 

•k  nllulrf  [r<ilt  cnvd  rMM  il  ti 


'Uli    irrJf     Umt     n^tx 


iM 


f  llli 


BITS,  IT  rf  RVHittTi  t]  fiT!|-  ' 

fitmxttN.   Bf  HH  llltn  T! 


MBBi 

^?     b1 

'::ijs;iiHB<| 
■!  >n»w   Bfl 
■;:ir        BlI 

1!'.!S^ 

f™^-«(?| 

BiiTliBISDaDE 


►fbnifcrrret 


/J'ZJ  Writer 


Talker 


Desktop  VizaWrite  s\ra66\es 
the  line  which  divides 
ventional  word  processing 
and  desktop  publishing. 

Conunands  are  issued  to  the  program 
by  either  keystroke  or  mouse  direction.  I 
found  most  of  the  keystroke  commands 
logically  assigned  (e.g.,  pressing  the 
AMIGA  key  and  "B"  causes  text  style  to 
switch  to  bold),  but  was  disappointed  that 
I  had  to  grab  for  the  mouse  often  to  access 
commands  since  all  can't  be  accessed  Irom 
the  keyboard  alone.  The  processor  has  all 
the  traditional  editing  features,  plus  it 
will  let  you  justify  tesct  and  use  proportion- 
al or  fixed-width  fonts.  It  will  also  do  mail 
merge  from  a  standard  ASCII  file  (you 
can  create  them  with  the  word 
processor). 

If  you  wish,  you  can  edit  more  than  one 
document  at  the  same  time  (cut,  copy  and 
move  text  from  one  document  to  another) 
or  size  and  shape  graphics  by  simply  click- 
ing on  the  graphic's  edge  and  stretching  it 
with  the  mouse.  As  you  would  expect, 
VizaWrite  will  multitask  with  other  pro- 
grams, pro^iding  you  have  suflScient 
memory. 

The  program  includes  one  other  nice 
feature  called  "Glossary."  This  feature  lets 
you  automatically  insert  specific  blocks  of 
text  without  retyping  them.  For  instance, 
one  glossary  entry  might  store  your  name 
and  address  as  it  would  appear  at  the  be- 
girming  of  a  letter.  Another  could  hold  the 
salutation  and  a  third  your  name  and  title 
to  close  the  letter.  Rather  than  type  these 
repetitive  blocks  of  text,  you  can  save 
them  with  the  glossary  feature  and  have 
them  inserted,  type  free,  with  a  simple 
keystroke. 

Oddly  enough  the  program  does  not 
support  the  print  device  selected  ftttm 
Preferences.  Instead  it  works  with  the 
Commodore  MPS  1000  and  2000,  Diablo 


Amiga  Word  Processor  Comparison  Chart 


Feature; 


Viza- 
Write 


Word- 
Perfect 


LDP 
Writer 


Scribble      ProWrite        Talker 


Copy  Protected 

N 

N 

Y/N 

N 

N 

N 

Help  Screens 

Y 

Y 

Y 

Y 

N 

N 

Tutorial 

N 

Y 

Y 

Y 

Y 

N 

Key/Mouse 

Control 

Mixed 

Either 

Either 

Mixed 

Mixed 

Mixed 

Word  Wrap 

Y 

Y 

Y 

Y 

Y 

Y 

Cut/Copy/Paste 

Y 

Y 

Y 

Y 

Y 

Y 

Delete  Word 

N 

Y 

Y 

Y 

N 

N 

Delete  Sentence 

N 

Y 

Y 

Y 

N 

N 

Delete  Block 

Y 

Y 

Y 

Y 

Y 

Y 

Search/Replace 

Y 

Y 

Y 

Y 

Y 

Y 

Headers'Footers 

Y 

Y 

Y 

Y 

Y 

N 

Superscripts 

Y 

Y 

Y 

(printer 

Y 

N 

Subscripts 

Y 

Y 

Y 

codes) 

Y 

N 

Window/Orphan 

N 

Y 

N 

Y 

N 

N 

Auto  Reformat 

Y 

Y 

Y 

Y 

Y 

Y 

Line  Spacing 

Y 

Y 

N 

Y 

Y 

Y 

Multiple  Fonts 

Y 

N 

N 

N 

Y 

N 

Graphics  &  Text 

Y 

N 

Y 

N 

Y 

N 

Underline 

Y 

Y 

Y 

Y 

Y 

Y 

Boldface 

Y 

Y 

Y 

Y 

Y 

Y 

Italics 

Y 

Y 

Y 

Y 

Y 

Y 

Print  Color 

N 

N 

N 

N 

Y 

N 

Quick  Cursor 

Y 

Y 

Y 

Y 

Y 

N 

Mail  Merge 

Y 

Y 

Y 

Y 

Y 

N 

Speller 

N 

Y 

Y 

Y 

N 

N 

Thesaurus 

N 

Y 

N 

N 

N 

N 

WYSIWYG  Screen 

Y 

Y 

Y 

N 

Y 

Y 

Print  To  Screen 

H 

H 

N 

Y 

N 

N 

Window  Control 

Y 

Y 

Y 

Y 

Y 

N 

Multitasking 

Y 

Y 

Y 

Y 

Y 

Y 

Marcos 

N 

Y 

N 

N 

N 

N 

Save  Icon 

Y 

Y 

Y 

Y 

Y 

Y 

Uses  Voice 

N 

H 

N 

N 

N 

Y 

IVlanual 

Good 

Excellent 

Good 

Good 

Good 

Good 

Ease  of  Learning 

Easy 

Medium 

Easy 

Medium 

Easy 

Easy 

Memory  Required 

256K 

512K 

512K 

256K 

512K 

256K 

Price 

149.95 

395.00 

119.95 

99.95 

124.95 

69.95 

630,  HP  Laserjet,  Juki  6000  and  Epson 
FX80  and  FX85  compatibles.  I  was  able  to 
get  it  to  work  with  my  Star  SGlO  by  using 
the  Epson  FX80  driver,  but  if  you  don't 
own  one  of  the  printers  supported,  check 
with  Progressive  Peripherals  or  your 
dealer  before  buying  VizaWrite. 

The  program  does  have  one  printout  op- 
tion I  like — a  printer-abort  function. 
Thus,  if  you  want  to  abort  a  printing  job 
before  it  finishes,  you  can  do  so  without 
locking  up  the  program  or  wasting  a  lot  of 
paper  or  time.  (I  wish  all  programs  with 
printout  options  included  exit  routines  as 


gracefial  as  this  one.) 

Although  the  word  "desktop"  is  in  the 
program's  name,  VimWrite  is  far  from  be- 
ing a  serious  contender  in  the  desktop 
publishing  field.  I  think  this  word  proces- 
sor will  see  more  duty  in  offices  or  class- 
rooms where  it  is  important  to  include  de- 
signs, sketches,  charts,  maps,  etc.  with 
text.  It  does  that  chore  easily  and  effi- 
ciently, but  those  who  buy  the  program 
planning  to  do  desktop  publishing  will  be 
disappointed  with  its  limitations.  At  this 
writing  the  program  does  not  include  a 

Continued  on  page  110 


COMMODORE  MA(3AZINE    69 


ntustration  1 


Amiga  in  Video: 
No  Longer  a  Secret 


"Take  a  journey  with  us  beyond 
reality,  beyond  imagination 
to  a  world  that  shouldn't  exist, 
but  does.  That  can't  be  real, 
but  is.  Where  knowledge  ends, 
where  answers  can't  be  found, 
where  whispers  are  spoken, 
and  dreams  awakened.  Enter 
the  world  of  Secre/sanrf 
Mysteries." 

by  Matthew  Leeds 


Is 


his  is  the  opening  to  each  episode  o'"  a  new 
_    television  series  entitled  "Secrets  and 
Mysteries."  It  is  the  only  television  seri(!S  that 
currently  uses  the  Amiga  as  the  primary 
source  of  computer  graphics  in  every  episode 
and  in  the  pit)cess  has  bix)ken  new  ground  in 
incorporating  the  Amiga  into  a  broadcast  envi- 
ronment. There  has  been  tremendous  interest 
in  using  the  Amiga  for  professional  \id(!0  ap- 
plications, and  hardware  and  soflwai*  f!)r  that 
purpose  has  been  one  of  the  most  active  aa'as 
of  development  in  Amiga  producLs. 

In  November  I  intei-viewed  Jonathan  Moser, 
Post  Production  Supervisor  and  Senior  Editor 
on  the  pitxluction  of  Secrets  and  Mysteres,  to 
discuss  the  process  of  integrating  the  Amiga's 
graphics  in  a  broadcast  environment.  Also 
present  was  JeffBraette  from  Piism  Comuter 
Graphics.  Bi-uette  has  been  a  consultant 
on  several  progi-ams  that  have  used  the 
Amiga,  mduding  Amazing  Stories  and  Max 
Headroom. 
Matthew  Leeds;  TfeU  me  a  little  about  the 


70    MARCH  1988 


Illustration  3 


series  and  what  you  had  in  mind  as  you 
started  production. 

Jonathan  Moser:  We  wanted  to  create  a  show 
with  a  style,  sort  of  a  magazine  show  with  a 
narrative  structure  based  on  recreations  of  his- 
torical events.  For  the  first  show,  based  on  the 
Titanic  disaster  we  hired  actors,  shot  them  on 
8mm  and  inserted  them  into  a  newsreei  we  cre- 
ated from  historical  footage.  Later  these  f)eople 
crop  up  and  tell  the  stoiy  of  their  experience  on 
the  ship, 

Leeds:  When  did  you  decide  to  use  an  Amiga 
as  part  of  your  computer  graphics  equipment? 
Moser:  Early  on,  as  we  were  working  on  the 
show  I  was  looking  into  editing  software  that 
was  being  written  for  the  Amiga.  I've  had  an 
Amiga  since  it  first  came  out  about  two  years 
ago.  I  was  referred  to  the  company  that  was 
publishing  the  software.  Prism  Computer 
Graphics,  and  met  Jeff  Bruette,  who  owns 
Prism.  Jeff  had  been  working  with  the  Amiga 
in  professional  video  apphcations  for  quite 
some  time.  He  consulted  on  an  episode  of 


Amazing  Stories  and  worked  on  the  Max 
Headroom  show.  After  I  had  seen  what  he  was 
capable  of  achieving  with  the  Amiga,  I  called  a 
staff  meeting. 

Leeds:  At  this  point  you  needed  graphics, 
but . . . 

Mosen  We  had  some  parameters  we  had  to  fiU. 
The  show  starts  in  the  study  of  the  main  char- 
acter The  study  is  suspended  in  time  and 
space  with  a  sort  of  H.G.  Wells  feel — full  of 
technological  gadgets  with  a  nineteenth  cen- 
tury look  to  them.  One  of  them  is  a  viewing 
portal  that  is  only  shown  at  the  beginning  and 
end  of  the  show.  He  looks  into  it  to  start  the 
show,  and  we  see  a  unique  archetypical  image 
used  to  tie  the  beginning  and  end  of  the  show 
together 

He  also  has  a  vievring  screen  which  allows 
him  to  see  events  in  the  past  and  future.  We 
use  it  as  a  vehicle  for  showing  film  clips,  cre- 
ated segments  or  other  material  we  want  to 
present.  Finally,  he  has  a  computer,  and  the 
oonyiuter  is  where  I  thought  we  could  use  the 


niustratioii  2 


COMMODORE  M^AZINE    71 


LENG-m  a4u^ 

WIDTH  i  Mi'«         X 
OePTH  700F*fty 
.WAT€B  TtVP  43"  at  Bottom 
SIGHTINGS  Ovtr  IQ  two 


Elustration  4 


lUustrHlion  [ 


Amiga.  I  wanted  the  feeling  of  a  nineteenth 
century  Cray. 

Leeds:  But  why  use  the  Amiga?  There  were 
other  graphics  systems  available,  and  they  had 
already  been  integrated  with  video. 
Moser:  As  far  as  I'm  concerned  the  Amiga  was 
the  only  alternative,  because  we  couldn't  afford 
$300  an  horn-  to  use  the  Paintbox  (used  to  cre- 
ate \ideo  graphics  in  a  professional  pi-oduc- 
tton).  We  had  used  the  Paintbox  occasionally, 
but  the  Amiga  seemed  to  be  the  natural  alter- 
native. 

"We  used  the  Paintbox  for  the  opening  se- 
quence at  the  beginning  of  each  episode,  but 
that  was  a  one-time  cost.  (See  illustrations  1 
and  2)  There  was  no  way  we  could  afford  to  use 
the  Paintbox  for  gi-aphics  in  every  episode. 
Leeds:  Once  you  decided  that  the  Amiga  could 
create  the  look  you  needed,  what  was  your  next 
step? 

Moser:  The  next  big  thing  was  getting  the 
Amiga's  graphics  on  the  screen.  That  proved  to 
be  the  hardest  part  of  it.  People  talk  about  the 
Amiga  being  used  on  Max  Headroom,  but  it 
was  used  there  to  portray  a  low-end  video  secu- 
rity system.  We,  on  the  other  hand,  had  to 
make  the  Amiga  look  as  good  as  we  could. 

We  had  the  first  acid  test — bringing  the 
Amiga  into  the  edit  suite  and  tying  it  into  the 
system.  This  was  a  major  headache,  The  gen- 
lock does  not  lock  subcanier  and  sync  together 
correctly,  this  is  not  a  problem  for  consumer 
VCRs,  but  it  is  not  acceptable  in  a  broadcast 
environment.  We  found  that  no  matter  what 
else  we  did,  we  also  had  to  mn  the  signal 
thnsugh  a  time  base  corrector  to  get  the  sync 
and  subcairier  to  lock  up  con-ectly. 
Ijceds:  This  was  using  the  Amiga's  com- 
jwsite  video  output  directly  and  the  standard 
genlock? 

Moser:  That's  right.  We  started  with  the  sim- 
plest setup  to  see  if  it  would  work,  but  we  ran 
into  other  problems.  The  biggest  problem  is 
that  we  see  these  beautihil  images  on  the 
Amiga  monitor  in  RGB,  and  that's  not  what 
you  get  when  you  interface  to  the  video  output 
of  the  Amiga.  It's  not  a  problem  on  just  the 
Amiga,  but  occurs  any  time  you  look  at  some- 
thing other  than  NTSC  display. 

Another  big  problem  is  the  difference  be- 
tween the  palette  you  get  in  RGB  output  and 
NTSC  output.  Working  on  an  NTSC  monitor  is 
not  as  pleasant  as  working  on  an  RGB  moni- 
tor, but  it's  what  you  must  do  to  get  a  good  idea 
of  how  it's  going  to  look  when  you're  done. 
Leeds:  How  did  you  finally  solve  the  problem 
of  the  Amiga's  NTSC  video  quality? 
Moser:  What  we  do  is  run  the  RGB  signal 
through  a  COX  encoder,  a  "broadcast  quality" 
RGB  to  NTSC  encoder,  then  through  a  time 
base  corrector.  Then  we  record  it  on  Betacam. 


One  of  the  things  that  I've  noticed  is  that 
everyone  is  claiming,  "RS-170A  broadcjist 
quality"  when  they  advertise  equipment  for 
the  Amiga,  but  when  you  look  at  it  on  a  wave- 
form monitor,  it's  all  over  the  place. 
Leeds:  Why  recoi"d  it  on  Betacam?  Whj^  not  go 
directly  to  thi-ee-quaiier  or  one-inch  tap^e? 
Moser:  The  quality  of  three-quarter  inch  is  just 
not  good  enough,  and  I  don't  want  to  tie  up  a 
pail'  of  one-inch  decks.  We  record  eveiyi;hing 
from  the  Amiga  in  duplicate,  it  makes  inditing 
easier. 

Leeds:  It  sounds  like  you  spent  a  lot  of  lime  to 
get  the  Amiga's  graphics  looking  right. 
Wouldn't  it  have  been  easier,  not  to  mention 
cheaper,  just  to  use  some  other  system? 
Moser:  I  knew  we  were  opening  a  can  of 
worms,  that  we  were  taking  a  chance.  There 
were  problems  throughout  the  development  of 
the  show  that  caused  incredible  amounis  of 
down  time  tying  up  the  edit  suite;  and  remem- 
ber that  the  suite  costs  hundreds  of  dollai-s  an 
hour.  I  think  we  started  catching  up  about  two 
months  ago,  where  the  money  we  had  lost  in 
learning  how  to  use  the  Amiga  for  wha:  we 
wanted  to  do  became  less  than  the  money  we 
were  saving  using  the  Amiga. 

One  of  the  biggest  problems  was  simple  com- 
munications— explaining  what  kind  of  jp'aph- 
ics  needed  to  be  created.  Cris  Palimino  com- 
puter aitist)  had  to  work  from  the  scrip;,  vrith- 
out  a  storyboard  or  sketch  of  what  was  Expect- 
ed. We  had  trouble  explaining  what  level  of 
detail  should  be  used,  that  sort  of  thing 
Jeff  Bmette:  We  got  complaints  that  the  maps 
were  too  detailed,  too  "cartoonish."  (Illustra- 
tion 3)  So  I  decided  to  make  them  simper, 
more  "computer  looking."  I  used  DebixiPaint, 
turned  grid  on,  and  drew  the  map  using  lines, 
so  that  torn  the  shape  you'd  recognize  it.  The 
creation  time  went  down,  because  now  you 
don't  have  to  worry  if  there's  a  lake  or  an  inlet 
there,  because  if  it  sort  of  looks  like  it  tlien  it's 
all  right,  maybe  there  is  and  maybe  there  isn't. 
Plus  when  the  map  was  finished  I  would  do  a 
neon  effect  to  it,  so  too  much  detail  wo\;Jd  just 
be  in  the  way,  and  the  neon  effect  helps  to  get 
rid  of  the  dot  crawl  that  you  can  get  ivith  sharp 
contrast  changes.  (Illustration  4) 

Another  thing  we  would  do  for  monochrome 
graphics  is  to  do  a  matte  and  then  key  a  color 
back  in  to  get  the  look  we  want.  We  can  use  the 
video  switcher  to  add  key  effects,  gradations, 
drop  shadows,  and  get  better  results  than  do- 
ing them  straight  on  the  Amiga.  I  knew  I 
would  have  access  to  all  of  this  stuff.  (D  lustra- 
tion 5) 

Leeds;  It  sounds  like  you're  enhancing  the 
Amiga's  graphics  quite  a  bit.  Can't  j'ou  get  the 
results  you  want  directly? 
Bmette:  This  is  not  because  the  Amiga  is  a 


72    MARCH  1988 


second-rate  machine.  ADO  (Ampex  Digital 
Optics)  effects,  switcher  effects,  are  just  norma] 
edits  used  on  just  about  all  computer  graphics. 
The  opening  sequence  of  the  show  was  done  on 
the  Paintbox,  but  it's  the  ADO  that  puts  reflec- 
tion of  the  fire  in  the  window  and  animates  a 
good  percentage  of  the  sequence.  So  doing  that 
sort  of  thing  with  the  Amiga  is  not  sajdng  the 
Amiga  doesn't  cut  it,  because  you  have  to  do 
the  same  sort  of  thing  with  other  systems. 
Leeds;  Tfell  me  about  some  of  the  other  gi-aph- 
ics  you've  used  in  episodes. 
Bruette:  We  used  DigiView  to  create  a  series  of 
images  of  animals  that  might  be  the  Loch  Ness 
monster.  We  only  had  a  short  time  to  make  the 
series,  and  DigiView  gave  us  a  unique  style 
that  worked  in  the  time  we  had.  (Illustration  6) 
Moser;  Cris  used  Aegis'  VideoScape  to  create 
sequences  for  the  Hindenberg  episode.  She  was 
able  to  give  me  a  wireframe  drawing  of  the  de- 
sign of  the  Hindenberg,  animate  a  rotation  of 
the  wireframe,  and  create  an  animation  of  a 
design  for  a  futmistic  airship  in  just  a  short 
time.  (Illustration  7) 

With  the  Amiga,  we  can  afford 
to  have  one  right  here,  and  we 
can  make  changes  any  time  we 
want. 


Leeds:  You  mentioned  communication  prob- 
lems. I  would  assume  by  now  you've  worked  all 
of  those  out- 

Moser:  We've  stalled  using  modem  transfers. 
Cris  works  at  home,  and  she  can  send  me  what 
she's  done  over  the  phone  instead  of  coming 
into  the  studio.  This  lets  me  preview  her  work 
before  we  finalize  it  and  make  suggestions  for 
changes.  You  can't  do  that  with  any  other  sys- 
tem, but  then  no  one  could  afford  to  have  any 
other  system  at  home. 

Another  thing  about  doing  this  work  on  an 
Amiga — if  you  want  to  make  a  change  you  can 
afford  to.  If  you  create  something  on  the  Paint- 
box, once  it's  laid  down,  it  costs  too  much  to  go 
back  and  change  it. 

Leeds:  Have  you  come  up  with  any  unexpected 
uses  for  the  Amiga  besides  creating  graphics? 
Moser:  Jeff  and  I  talked  early  on  about  creat- 
ing different  transitions  between  segments  in  a 
show.  We've  been  using  the  Amiga  to  create 
key  effects.  These  are  segues  between  two  dif- 
ferent pieces  of  tape.  By  creating  a  difference 
between  white  and  black  levels  we  can  create  a 
key.  I  lay  them  off  to  tape  and  then  iim  them 
through  the  switcher. 
Bruette:  I  used  DeluxePaint  and  created  a  low- 


res  palette,  set  half  of  the  colors  to  black  and 
half  to  white.  I  then  drew  on  the  screen  using 
only  all  of  the  different  black  colors.  When  you 
turn  on  color  cycling,  the  white  shifts  into  the 
black  area,  eventually  all  of  the  sci'een  be- 
comes white.  By  creating  different  screen  pat- 
terns you  can  get  diffei'ent  transitions.  Using 
the  switcher  we  could  put  one  \ndeo  image  in 
the  black  area  and  use  the  transition  to  white 
to  switch  to  the  other  \'ideo  image,  in  real-time. 
The  patterns  are  limitless. 
Leeds:  What  do  you  see  as  the  future  of  the 
Amiga  in  broadcast  applications? 
Moser:  Who  knows  what's  going  to  happen 
with  the  future?  That's  why  I'm  excited  about 
using  the  Amiga  on  this  show.  I'm  trying  to 
create  some  complicated  scenarios,  and  we've 
just  about  hit  the  limits  of  what  we've  got. 
We're  waiting  for  the  next  generation  of  hard- 
ware and  software  to  push  the  Amiga  fuilher. 

One  of  the  things  that  ties  us  up  most  in  pro- 
duction is  on-screen  character  generation.  We 
currently  use  a  Chryon,  but  I  believe  the 
Amiga  is  capable  of  generating  fonts  for  us  to 
use.  Currently  it  doesn't  have  the  resolution, 
but  what  I  want  to  do  is  have  an  Amiga  tied  in 
live  in  the  edit  suite  going  through  the  switch- 
er. Once  we  find  the  magic  combination  of 
hardware  and  software  that  will  give  us  some- 
thing we  can  use  in  real-time,  we'll  be  able  to 
save  a  lot  more  money  using  the  Amiga. 
Leeds;  Cost  seems  to  be  a  big  factor  in  every- 
thing you  do. 

Moser:  For  shows  like  this,  the  Amiga  is  what 
we  can  afford,  and  we  can  use  it  very  well.  We 
have  the  world's  smallest  budget.  People  don't 
realize  that  the  show  doesn't  make  money  un- 
til it  goes  into  sjTidication.  We're  trying  to 
make  it  look  expensive  without  spending  the 
money.  Post  production  is  the  most  expensive 
part  of  this  show,  and  the  Amiga  helps  keep 
that  under  control. 

We  never  said  the  Amiga  is  going  to  replace 
a  half  million  dollar  piece  of  equipment,  but 
what  we're  saying  is  that  it  can  augment  and 
do  what  it  can  do  best,  and  in  a  lot  of  regards 
even  our  chief  engineer  will  tel!  you  it's  got 
more  capability  in  its  color  cycling,  in  its  ani- 
mation, than  a  lot  of  other  equipment. 
Leeds:  After  all  is  said  and  done,  it's  not  what 
goes  on  in  the  edit  suite  but  the  response  from 
the  audience  that  counts.  Wliat  is  the  future 
of  Secrete  and  Mysteries? 
Moser;  The  critical  reaction  to  the  show  has 
been  great.  A  lot  of  people  have  complimented 
the  look  of  the  show,  and  a  big  part  of  that  is 
due  to  the  Amiga.  The  status  of  the  show  is 
that  ABC  Video  Enterprises  is  handling  distri- 
bution, and  in  January  or  February  we  will  go 
into  syndication.  It  will  most  likely  be  on  the 
air  around  6  p.m.  to  8  p.m.  in  local  markets.  Q 


■■■■•■■■■■■«■■■     

■■■■■■■■■■■■■■■■■■■■■a 

■  ■■■■■■■■■■■■■■■■■■BIMBI 

■■■■■■■■■■■■■■■■■■nini 
■■■■■■■•■■■■■■■■■■■■■■■I 


Illustratio!!  6 


Illustration  7 


COMMODORE  MAGAZINE     73 


\ 


V 


J 


With  the  coming  of 
the  computer,  a 
whole  new  age 
and  style  of  adven- 
ture gomes  was 
introduced  into  the 
minds  and  hearts 
of  millions, 

by  Russ  Ceccola 


r 

'^^ 

h.^ 

\. 

QUEST  for 
-ADVfeNTURB 


dvenlure, 
What  kind 
oi' images  does  thai  word  con- 
jure up  in  youi"  mind?  Put  dowTi 
thi.s  magazine,  close  your  eyes 
and  think  about  what  an  ad- 
ventiu'e  would  be  like  for  you. 

If  you're  like  most  people, 
you  may  have  thought  about 
an  adventures  involvinj;  char- 
acters like  those  in  the  picture 
that  appears  before  you.  Drag- 
ons, knights,  beautiful  ladies, 
magical  creatures,  castles  and 
strange  lands  are  all  part  of  the 
fantasy  realm  of  adventure's. 
Bui  adventures  ai^e  not  limited 
to  just  this  type  of  atmosphere. 
The}'  can  take  place  in  jungles, 
outei-  space,  western  settings, 
dungeons,  future  worlds, 
aquatic  environments,  differ- 
ent planes  of  reality  and  even 
in  your  back  yard.  A  specific 


time  period  or  setting  only 
adds  reality  to  an  adventui^e — 
the  elements  of  adventure  are 
in  them  all. 

The  wor-d  "ad\'enlure"  is  de- 
fined by  Webster  as  a  risky  un- 
deitaking,  a  remarkable  and 
exciting  experience  or  a  busi- 
ness adventure.  The  games 
that  we  have  come  to  call  "ad- 
venture games"  have  elements 
of  all  thi-ee  definitions.  Also, 
just  like  the  adventui-es  above, 
adventure  games  occur  in  in- 
numerable places  and  involve 
many  levels  of  goals,  both  in- 
termediate and  final. 

Adventure  games  have  al- 
ways existed  in  one  ibrm  or  an- 
other. The  game  that  brought 
computers  and  adventures  to- 
gether was  appropriately  titled 
Adventure,  witten  by  William 
Crowthers  and  Don  Woods.  It 


fii-st  appeared  on  M.I.T.'s 
ARPAnet  in  the  70  s.  The  de- 
scription that  kicked  off  the 
whole  revolution  was  a  simple 
one;  "You  are  standing  at  the 
end  of  a  road  before  a  small 
brick  building."  b-onically,  the 
file  name  length  restiiction  on 
ARPAnet  made  "Adventure" 
become  "Advent,"  meaning  ar- 
rival—in this  case  the  anival 
of  a  new  generation  of  comput- 
er games. 

Since  then,  there  have  been 
litei-ally  thousands  of  adven- 
tures designed  for  all  types  of 
eomputei-s.  An  accurate  sum- 
mar>-  of  e\'en  tho.se  cutTently 
commercially  available  would 
fill  a  large  \-olume.  The  pur- 
pose of  this  article  is  not  to 
summari/.e  advenlul^^  games, 
but  rather  to  describe  the 
mindset  that  you  should  pos- 


sess in  placing  these  games — 
a  guide  to  playing  adventure 
games. 

To  prepare  foi-  wiiting  this 
article,  I  took  evety  single  ad- 
\-enture  game  I  o\to  and  tried 
to  classif>-  it.  Over  the  course  of 
a  few  houre,  the  six  categories 
R'sulted.  But  before  I  offer  any 
guidance,  you  have  to  fii'st  get 
all  the  necessan'  tools  together. 

Getting  Started 

By  no  means  are  all  of  the 
items  that  I'm  suggesting  nec- 
essaiT.  In  some  cases,  none  are 
neces-san'  to  play  through  an 
adventure  game.  It's  up  to  you 
which  of  the  following  items  to 
a.s.semble  to  fully  prepare  your- 
self for  an  adventure  game  ex- 
[wrience: 

•  A  clipboajxl  or  something 
poitable  to  wiite  on.  I  wouldn't 


suggest  using  the  desk  that  the 
computer  is  sitting  on,  unless 
you  have  room  in  front  of  your 
computer,  because  you  need  to 
be  able  to  look  directly  from 
your  notes  at  the  computer 
screen. 

•  Different  colored  pens  or 
pencils.  I'll  describe  what  to  do 
with  these  later. 

•  Lots  of  regular,  No.  2,  yel- 
low, wooden,  I-used-these-all- 
through-school 

•  Scrap  paper  to  draw 
maps  and  take  notes. 

•  Graph  paper  This  is  usu- 
ally good  for  mapping  dun- 
geons, adventures  that  have  a 
matrix-oriented  geography,  or 
terrain  that  can't  be  mapped 
by  conventional  means.  More 
on  the  use  of  this  later. 

•  Hint  books.  All  Infocom 
and  Sierra  On-line  adventure 
games  have  hint  books.  Some 
specific  games  such  as  Bard's 
Tale  also  have  hint  books 
printed  for  them.  These  books 
should  be  used  only  when 
you're  really  stuck.  However, 
alter  finishing  a  game,  it's  a  lot 
of  fun  to  read  thj'ough  the  en- 
tire hint  book  to  see  if  there  are 
any  silly  responses  or  occur- 
rences that  you  missed. 

Imagination  is  the 
key  element  you 
must  possess  in 
order  to  play  text 
adventures. 

•  Adventure  books.  There 
are  some  commercially  avail- 
able books  that  deal  entirely 
with  adventure  games  and 
give  solutions,  maps  and  hints 
for  assorted  computer  adven- 
tures. You'll  find  that  most  will 
be  useful,  but  the  two  that  I 
have  found  extremely  accu- 
rate, precise  and  helpful  are 
the  two  volumes  of  The  Book  of 
Adventure  Games,  written  by 
Kim  Schuette. 

•  Pre-printed  map-making 
kits.  If  you  don't  want  to  draw 
your  own  maps,  you  can  buy  a 
kit  that  contains  preprinted 


pages  of  boxes  (for 

location  mapping),  special 
graph  paper  (for  role-plajing 
games  and  dungeon  mapping 
and  character  roster  sheets 
(for  role-playing  games).  These 
can  be  obtained  through  (^uest 
Busters,  the  newsletter  that 
deals  entirely  with  adventure 
games.  (QuestBusters,  P.O. 
Box  525,  Southeastern,  PA 
19399-9968) 

•  Music.  You  might  want  to 
put  on  some  favorite  music  to 
put  you  in  a  ready-and-willing 
mood  for  plajang  through  an 
adventiu«.  I  like  listening  to 
heavy  metal  through  head- 
phones. Whatever  turns  you  on 
will  do. 

•  Time.  This  is  the  most  im- 
portant thing  you'll  need  to 
play  an  adventure  game.  Most 
take  tens  of  hours — some  take 


more.  The  satis- 
faction you'll  get  afler 
fmishing  and  the  knowledge 
you'll  gain  will  make  it  all 
worthwhile. 

Now  that  you  have  every- 
thing together,  we  can  talk 
about  how  to  play  a  specific 
type  of  adventure  game.  Bear 
in  mind  that  these  classifica- 
tions are  not  absolute  and  that 
some  games  fit  more  than  one 
category. 

Text  Adventure  Games 

Text  adventures  are  prob- 
ably the  most  underrated  ad- 
venture games.  People  either 
love  them  or  hate  them.  By  na- 
ture, they  are  comprised  en- 
tirely of  text,  and  in  order  to 


play  them  you  have  to  type  in 
commands  via  the  keyboard. 
Some  people  hate  typing  and 
refuse  to  play  games  that  re- 
quire it  (but  may  break  down  if 
someone  else  types).  Otliers 
can't  or  won't  use  their  imagi- 
nation and  would  rathe::  see 
pictures  on  the  screen. 

Imagination  is  the  key  ele- 
ment you  must  possess  in  order 
to  play  text  adventures.  All 
you  have  is  a  bunch  of  v/ords  in 
fix)nt  of  your  eyes.  How  well 
you  interpret  these  words  and 
envision  their  meaning  deter- 
mines the  degree  of  enJ3\Tnent 
that  you'll  get  fiDm  the  game. 
Honestly  trying  a  text  adven- 
ture may  give  doubters  a  dif- 
ferent opinion. 


75     MARCH  1988 


The  first  adventure  I  ever 
played  on  a  computer  was 
Blade  ofBlackpoole,  a  text- 
and-graphics  game.  I  loved  it, 
but  was  skeptical  about  all-text 
games.  When  I  first  played 
Zork  and  Adventure,  my  opin- 
ion changed. 

Tfext  adventures  are  highly 
pu2zle-oriented  and  geogra- 
phy-intensive. Because  there 
are  no  pictures,  more  effort 
must  be  made  to  make  the  text 
captivating.  What  better  way 
to  do  that  than  to  include  all 
sorts  of  puzzles  that  you  must 
solve  in  order  to  travel  through 
the  world  contained  within  the 
words.  There  are  usually  a  lot 
of  places  to  visit  in  a  text  ad- 
venture. Again,  because  of  the 
lack  of  graphics,  there  is  more 
memory  space  with  which  to 
work.  Creating  more  puzzles, 
characters,  objects  and  loca- 
tions is  the  logical  thing  to  do 
with  that  space. 

Most  text  adventures  re- 
quire making  a  map.  This  is  an 
easy  process.  Using  scrap  pa- 
per and  pencils,  di-aw  a  box  for 
each  location  in  the  game.  In- 
side the  box  write  the  name  of 
the  location.  Alongside  the  box, 
with  colored  pens'pencils  for 
emphasis,  write  the  names  of 
any  objects  in  that  location.  Re- 
peat this  process  for  every 
place  in  the  game.  The  only 
other  step  in  mapping  a  game 
is  connecting  the  boxes. 

If  you  don't  want  to 
draw  your  own  maps 
you  can  buy  a  pre- 
printed map-making 
kit. 

Draw  lines  between  boxes  to 
show  how  to  get  from  one  loca- 
tion to  the  next.  Determining 
the  routes  to  take  can  be  diffi- 
cult in  situations  like  mazes, 
but  for  the  most  part  this  is 
straightforward.  Most  games 
will  tell  which  directions  you 
can  go.  Usually,  one  of  those  di- 
rections will  lead  back  to  a 


place  you  just  came  from.  Find 
out  which  direction  you  must 
move  to  go  from  box  A  to  box  B 
and  then  find  the  direction  you 
must  move  to  go  from  box  B  to 
box  A.  Using  the  centere  of  the 
foui-  sides  and  the  fom-  comers 
for  the  eight  directions  of  the 
compass  and  the  top  center  as 
north,  draw  a  line  connecting 
the  directions  used  to  go  in 
both  directions  from  A  to  B. 

Read  all  descriptions  given 
in  a  text  adventm-e  carefully. 
Sometimes,  a  game  will  de- 
scribe an  object  that  is  in  a 
room,  but  won't  list  it  with  the 
items  that  you  immediately 
see.  Because  the  game  is  com- 
prised entirely  of  text,  authors 
have  to  be  very  selective  with 
their  words.  If  you  can  get  a 
hard  copy  of  your  game  (using 
special  commands  that  most 
adventures  contain),  do  so. 
Also,  if  you  can  save  your 
game  into  some  type  of  buffer, 
use  this  feature.  It  allows  you 
to  look  at  the  proceedings  of 
your  game  later. 

Check  all  possible  exits  in  a 
"room."  Make  sure  that  you 
know  where  they  are  and 
where  they  lead.  Some  exits 
may  not  be  accessible  until 
some  pu22le  is  solved.  Don't  let 
this  discourage  you  from  exam- 
ining the  other  directions, 

Learn  all  of  the  major  com- 
mands and  special  words  that 
you  can  use  in  the  game.  Some 
parsers  are  better  than  others 
and  have  more  commands 
available  in  a  game.  You  might 
think  that  you  can  say  TAKE 
THE  BROWN  BAG  but  the 
parser  will  only  accept  GET 
BAG,  Unfortunately,  in  some 
circumstances,  you  have  to 


A  good  text-and- 
graphics  adventure 
allows  you  to  turn  the 
pictures  off  or  make 
them  smaller  on  the 
screen. 


learn  ta  play  a  game  using 
only  the  limited  words  avail- 
able. Such  a  situation  reduces 
the  enjoyment  considerably.  As 
parsers  get  better,  this  problem 
will  end. 

Keep  a  clear  mind  when 
playing  a  text  adventure.  Try 
not  to  let  the  outside  world  in- 
terfere with  your  experience  of 
the  inner  world  on  the  disk, 
TVy  hard  to  imagine  what  is  in 
the  words  you  see,  but  at  the 
same  time  don't  read  too  much 
into  them, 

Think  out  your  strategy  for 
playing  the  game.  Plan  care- 
fiilly  to  prepare  yourself  for 
any  harrowing  encounters  or 
particularly  difficult  pu2zles.  If 
you  know  that  a  cyclops  may 
be  coming  along,  you'd  better 
have  something  to  poke  out  his 
eye  or  kill  him  if  he  attacks. 

Save  the  game  often  to  a 
blank  disk;  this  will  help  if 
you've  made  a  mistake.  Rare  is 
the  adventurer  who  finishes  a 
game  or  plays  without  getting 
killed  on  the  frrst  try.  It  just 
doesn't  happen!  Saving  the 
game  oftsn  eliminates  the  pain 
of  poor  planning  and  unreason- 
able strategy, 

Tbxt  adventures  usually  re- 
quire you  to  manipulate  a  lot  of 
objects.  Don't  use  these  objects 
whimsically.  Rather,  find  out 
their  puipose  through  saving 
the  game  and  experimenting, 
and  then  save  them  for  circum- 


stances that  seem  to  cry  out  for 
just  such  an  item.  This  is  the 
way  10  develop  skills  for  recog- 
nizing items  that  are  i-ed  her- 
rings and  those  that  are  really 
useful. 

Finally,  most  text  adven- 
tm-es  (and,  indeed,  adventure 
games  in  general)  have  a  fan- 
tastic ending.  Some  even  have 
trick  endings.  In  any  case,  the 
story  will  come  to  a  climactic 
and  satisfying  close  with  that 
last  command.  There  may  also 
be  particularly  challenging  or 
interesting  puzzles  near  the 
end.  Although  you  won't  know 
you're  almost  finished  in  most 
cases,  it  is  a  good  idea  to  track 
or  document  cai"efully  every- 
thing you've  done  in  the  game 
in  order  to  either  reproduce  it 
entirely  or  to  "relive"  that  end- 
ing. 

Examples  of  text  adventures 
are:  The  Zork  Tril(^y,  Amiie- 
sia,  Mindwheel,  Enchanter, 
Planetfall  The  Lurking  Horror 
and,  of  course,  Adventure. 

Text-and-Graphics 
Adventure  Games 

Tbxt-and-graphics  adven- 
tures are  simply  text  adven- 
tures with  pictures.  That's  it! 
However,  there  are  still  some 
things  that  you  need  to  know 
about  them  that  could  make 
youi'  experience  with  them 
that  much  better 

There  are  two  types  of  text- 
and-graphics  adventures:  those 
that  simply  add  a  picture  to 
text  and  those  in  which  the  pic- 
ture used  is  animated  or  shows 
objects  that  may  be  moved, 
taken  or  manipulated.  The  sec- 
ond type  is  more  fun.  Play  text- 
and-graphics  adventures  in  the 
same  way  that  you  would  play 
text  adventui-es  (mapping  and 
all  I  and  remember  the  follow- 
ing things  about  them: 

The  first  type  of  text-and- 
graphics  adventures  only  adds 
pictures  to  the  text.  Its  purpose 
is  to  satisfy  the  adventure  afi- 
cionado who  can't  stand  a 
bunch  of  words  on  the  screen. 
These  pictures  include  every- 
thing from  close-ups  of  objects 
you  may  have  acquired  to 

Continued  on  page  114 


COMMODORE  MAQAZINE     77 


TECHNICAL  TIPS- 


by  Buck  Childress 


Code  64  and 
Code  128 


I  couldn't  believe  what  I  saw!  I  wit- 
nessed the  actual  disintegration  of  a 
material  object.  TVue,  my  name  really  is 
Buck.  But  my  last  name  isn't  Rogers. 
And,  the  last  time  I  checked  my  calendar, 
it  wasn't  the  twenty-fifth  century.  The 
only  side  arms  I  was  carrying  at  the  time 
were  my  left  and  right  ones,  and  they  both 
had  hands  attached  to  the  ends  of  them. 
Consequently,  the  only  thing  I  could  point 
with  were  my  fingers.  The  guns  I  do  owti 
don't  shoot  rays.  So  what  happened?  What 
on  earth  disintegrated?! 

Remember  that  nifty  little  user's  guide 
that  came  neatly  packed  with  your  com- 
puter? Mine  vaporized.  Or,  more  accurate- 
ly, fell  to  pieces.  We're  talking  miniscule 
pieces  over  which  the  most  ardent  jigsaw 
puzzle  jockey  would  be  out  pulling  his 
hair.  The  only  remnants  left  are  a  few  par- 
ticles lying  on  my  desk.  I  kind  of  hate  to 
dust  them  off.  It  would  be  a  permanent 
farewell  to  an  old  friend.  Sure,  Fve  collect- 
ed other  gisides  over  the  years.  But  that 
was  my  first.  It  came  with  the  good  old 
VlC-20 1  acquired  years  ago.  I  suppose  an 
explanation  is  in  order. 

All  Commodore  user's  guides,  and  other 
reference  books  as  well,  have  pages  con- 
taining the  ASCn  (CHRS)  codes  and 
SCREEN  (POKE)  codes.  No  matter  how 
much  you  program,  you  can't  remember 
them  all.  At  least  I  can't.  Over  the  years  I 


flipped  back  and  forth  through  those 
pages  of  codes  like  a  frog  in  a  frying  pan. 
Until  that  fateful  day  when  I  flipped  for 
the  last  time.  Poof. . .  dust.  May  it  rest  in 
pieces. 

Well,  1  suppose  I  could  use  one  of  my 
other  guides.  Somehow,  though,  it's  like 
breaking  in  a  new  pair  of  boots.  They  just 
don't  feel  right  until  they've  been  through 
the  cow  pasture  a  few  dozen  times.  Be- 
sides, even  with  the  old  guide,  I  wasted  a 
lot  of  time  and  effort  flipping  pages 
searching  for  this  CHB$  code  and  that 
POKE  code.  If  the  guide  hadn't  disinte- 
grated, my  patience  eventually  would 
have.  Many  are  the  times  I  muttered 
(well,  maybe  shouted)  a  few  expletives  de- 
leted. 1  always  swore  (in  vaiious  ways) 
that  I  would  make  an  automatic  code 
guide.  Heck,  Fve  got  computers!  Let  them 
do  the  work! 

Code  64  and  Code  128  easily  and  auto- 
matically return  the  CHR$  and  POKE 
codes  for  any  character  you  want ...  as 
fast  as  you  can  press  a  key.  And  both  work 
slicker  than  Buck  Rogers'  ray  gun.  Just 
load,  aim,  and  fire!  Here's  how: 

After  you've  saved  a  copy  of  Code 
64/128,  run  it.  The  loader  pokes  the  ma- 
chine language  data  into  memoiy  and 
checks  for  errors.  When  the  data  is 
through  loading,  you  can  activate  it.  For 
the  64,  type  SYS  49152  and  press  RE- 
TUKN.  SYS  4864  activates  the  128.  You 
deactivate  it  the  same  way,  with  SYS 
49152  or  SYS  4864.  This  is  called  "tog- 
gling." 

(Me  64/128  sits  as  quiet  as  a  church 


mouse,  waiting  for  you  to  call  on  it.  To  dial 
it,  press  the  BACK  ARROW  key,  then 
RETURN.  Now,  just  press  any  key  you 
want  to  check  the  code  for.  Pi-essing  the 
SfflFTor  COMMODORE  key  at  the  same 
time  returns  those  chai-acter  codes,  too.  At 
the  top  of  your  screen,  you'll  see  the  char- 
acter, followed  bv  the  ASCII  (CHR3;)  and 
SCREEN  (POKE)  codes.  You  can  also  get 
the  codes  for  the  CURSOR,  HOME,  DE- 
LETE, RETURN,  and  function  keys  as 
well.  Speaking  of  ftmction  keys,  if  you 
happen  to  be  using  the  128,  you'll  get  the 
codes  for  whatever  you  have  them  set  to.  If 
the/re  in  their  default  settings,  Code  128 
returns  the  codes  for  each  character  at  a 
time.  For  example,  if  you  press  F5,  you'll 
see  the  codes  for  each  character  in 
DSAVE",  one  at  a  time.  But  it  hapjDens  in 
a  flash.  It's  an  interesting  effect,  though. 
For  a  real  thrill,  do  it  a  bunch  of  times, 
and  your  eyeballs  will  stait  spinning  like 
a  gyroscope.  On  the  128  you  can  also  get 
the  codes  for  the  TAB  and  ESC  kej's  and 
all  that  other  good  stuff.  By  the  way,  if  you 
are  using  the  128,  make  sure  your  moni- 
tor is  set  to  a  40-column  display! 

Press  another  key  (or  the  same  cne  if 
you  like  instant  replays)  for  more  codes. 
Flip  around  like  crazy.  The  computer  will 
go  as  long  as  you  want.  When  you've  fin- 
ished your  code  checking,  press  tlie  STOP 
key  to  return  to  BASIC.  Press  the  BACK 
ARROW  key  if  you  want  to  check  some 
more. 

Give  Code  64/128  a  shot.  The  only  disin- 
tegration that  will  result  is  the  time  it 
takes  to  get  your  codes!  g| 


Hcrnrt-  lypinjj  ihis  projiram,  frad  "Huw  to  Enu-r  Proitrams"  and  "How  to  Use  ihc  Ma|;a«inc 
Entn  Program."  The  liASIC  prciRraras  in  this  mapzinc  arc  availablt  on  disk  from  l.uadMar. 
P.O.  Bos  Mmm.  .Shccicpiiri.  U  'll.W-OOO".  l-8(l(l((.-(l-2(>i>i. 

Code  64 

30  PRINT  CHR$ (147) "LOADING  AND 

CHECKING  DATA  LINE : " : J=49152 ' DMVL 
40  FOR  B  =  (3  TO  11:READ  A'EGWD 
50  IF  B=0  THEN  L=PEEK ( 64 ) * 256+PEEK ( 63 ) 

: PRINT  CHRS (19)TAB(31)L:PRINT'MYCN 
60  IF  A<0  OR  A>255  THEN  80'FIBG 
70  POKE  J+B,A:X=X+A:D=D+1:NEXT  B 

:READ  A: IF  A=X  THEN  90 ' LVWP 
80  PRINT"ERROR  IN  DATA  LINE:"L 

rEND'CCVK 
90  X=0:J=J+12: IF  D<300  THEN  40'GOHM 
100  PRINT"THE  DATA  IS  OK."'BAYY 
110  PRINT"SYS  49152  TOGGLES  ON  AND 

OFF, . .": PRINT'CBUF 
120  PRINT"WHEN  ON,  PRESS  [BACK  ARROW] 

TO  ENTER. "'BAGE 
130  PRINT"PRESS  STOP  TO  EXIT " 


:END'CBEE 

140  DATA  162,34,160,192,169,79,32,210, 

2 55, 16 9, 7 8, 204, 17 44 'BXWI 
150  DATA  1,3,208,9,162,139,160,227, 

16 9, 70, 32, 210,1 390 'BTDI 
160  DATA  255,142,0,3,140,1,3,76,210, 

255,173,1,1259'BQPJ 
170  DATA  2,240,3,76,139,227,173,0,2, 

201,g5,208,1366'BREK 
180  DATA  246,169,64,141,138,2,32,68, 

229, 169, 22 1,1 60,1 639 'BWVM 
190  DATA  192,32,30,171,169,0,133,198, 

3 2, 2 2 5, 2 5 5, 2 0  8, 164 5 'BWGN 
200, DATA  11,169,0,141,0,2,141,138,2, 

76,116,164,960'BQUE 
210  DATA  32,228,255,240,235,201,3,240, 

236,72,32,68, 184 2 'BVWG 
220  DATA  229,104,133,212,133,252,32, 

210, 2 55, 169, 174, 160, 2063 'BBHI 
230  DATA  192,32,30,171,169,0,166,252, 

32, 2 05, 18 9, 16 5, 1603 'BWDI 


78  MARCH  1988 


Technical  Tips/ Code  64  and  128 

240  DATA  252,201,20,208,11,169,143, 

174, 134, 2, 14 1,0, 1460 'BVFJ 
250  DATA  4,142,0,216,169,192,160,192, 

32, 30, 171, 16 5, 14 73 'BVWK 
260  DATA  252,201,13,240,4,201,141,208, 

10, 169, 215, 160, 1815 'BXAL 
270  DATA  192,32,30,171,76,57,192,169, 

0,174,0, 4, 1097'BRPL 
280  DATA  32,205,189,76,57,192,13,13, 

65,83,67,73,1065'BSFM 
290  DATA  73,32,40,67,72,82,36,41,32, 

61,32,0,568'BNPM 
300  DATA  13,13,83,67,82,69,69,78,32, 

67,79,68,720'BOAF 
310  DATA  69,32,40,80,79,75,69,41,32, 

61,32,0,610'BNSF 
320  DATA  78,79,78,69,0,13,13,13,13,29, 

29,29,443'BNKG 
330  DATA  29,29,29,29,29,29,29,29,29, 

29,29,29,348'BODI 
340  DATA  18,40,67,79,68,69,32,54,52, 

41,13,13,546'BOBJ 
350  DATA  18,80,82,69,83,83,32,65,32, 

75,69,89,777'BOGK 
360  DATA  32,70,79,82,32,67,79,63,69, 

83,32,42,735'BOTL 
370  DATA  42,42,32,83,84,79,80,32,87, 

7  3,76,76,786'BOWM 
380  DATA  32,69,88,73,84,146,0,0,0,65, 

72,83,712'BMBM  fjig 

Code  128 
30  PRINT  CHR$ (147) "LOADING  AND 

CHECKING  DATA  LINE :": J=4 864 ' DLYL 
40  FOR  B=0  TO  11:READ  A ' EGWD 
50  IF  B=0  THEN  L=PEEK (6 6 ) *256+PEEK ( 65 ) 

: PRINT  CHR? (19) TAB (31) L: PRINT' MYGN 
60  IF  A<0  OR  A>255  THEN  80'FIBG 
70  POKE  J+B,A:X=X+A:D=D+1:NEXT  B 

:READ  A: IF  A=X  THEN  90'LVWP 
80  PRINT"ERROR  IN  DATA  LINE:"L 

:END'CCVK 
90  X=0: J=J+12:IF  D<288  THEN  40'GOWM 
100  PRINT"THE  DATA  IS  OK."'BAYY 
110  PRINT"SYS  4864  TOGGLES  ON  AND 

OFF. . .":PRINT'CBCE 
120  PRINT"WHEN  ON,  PRESS  [BACK  ARROW] 

TO  ENTER." 'BAGE 
130  PRINT"PRESS  STOP  TO  EXIT..." 

:END'CBEE 
140  DATA  162,34,160,19,169,79,32,105, 

14 6, 16 9, 78, 204, 1357 'BWYI 
150  DATA  1,3,208,9,162,63,160,77,169, 

70,32,105,1059'BRLI 
160  DATA  146,142,0,3,140,1,3,76,105, 

146,173,1,936'BPTJ 
170  DATA  2,240,3,76,63,77,173,0,2,201, 

95,208,1140'BPWK 
180  DATA  246,169,64,141,34,10,169,147, 

32, 105, 146, 16 9, 14 32 'BXKM 
190  DATA  0,133,208,32,125,255,13,13, 

13,13,29,29,863'BRWM 
200  DATA  29,29,29,29,29,29,29,29,29, 

29,29,29,348'BODE 
210  DATA  29,18,40,67,79,68,69,32,49, 

50,56,41,598'BOYF 


220 

230 
240 
250 
260 
270 
280 
290 
300 
310 
320 
330 
340 
350 
360 
370 


DATA  13,13,18,80,82,69,83,83,32 

65,32,75,645'BOBG 

DATA  69,89,32,70,79,82,32,67,79 

68,69,83,819'BOSH 

DATA  32,42,42,42,32,83,84,79,80 

32,87,73,708'BOBI 

DATA  76,76,32,69,88,73,84,146,0 

32,225,255,1156'BRJJ 

DATA  208,13,169,0,16  2,128,141,0,2, 

142,34,10,1009'BSGK 

DATA  76,55,77,32,228,255,240,233, 

201,3,240,234,1874'BVHM 

DATA  72,169,147,32,105,146,104, 

13 3, 24 4, 133, 252, 32, 1569 'BYDN 

DATA  105,14  6,32,125,255,13,13,65, 

83,67,73,73,1050'BTCO 

DATA  32,40,67,72,82,36,41,32,61, 

32,0, 169, 664'BOLF 

DATA  0,166,252,32,50,14  2,165,252, 

201, 20, 208, 10, 1498 'BVJH 

DATA  169,143,166,241,141,0,4,142, 

0,216, 32, 125, 1384'BURI 

DATA  255,13,13,83,67,82,69,69,78, 

32,67,79,907'BPDI 

DATA  68,69,32,40,80,79,75,69,41, 

32,61,32,678'BONJ 

DATA  0,165,252,201,13,240,4,201, 

141,208,11,32,1463'BUWL 

DATA  125,255,78,79,78,69,0,76,59, 

19,169,0,1007'BQTL 

DATA  174,0,4,32,50,142,76,59, 

65,72,83,776'BOCM 


19, 
END 


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COMMODORE  MAGAZINE     79 


TECHNICAL  TIPS 


Like  so  many  people  these  days,  I  have  more  than  one  com- 
puter, lb  be  specific,  my  computer  room  is  graced  by  three:  a 
Commodore  128,  a  PC  clone  and  a  Tandy  100  laptop.  Each  has 
communications  software  and  a  modem,  which  I  routinely  use  to 
download  files  from  Q-link  and  CompuServe.  Until  recently,  I 
couldn't  exchange  files  between  any  of  my  o\\ti  "incompatible" 
systems,  even  though  they  sit  side  by  side  on  the  same  desk — I 
had  no  way  to  connect  them  through  their  modems. 

Now,  thanks  to  a  simple  device  that  anyone  with  $6  and  an 
hour  of  time  can  build,  my  systems  communicate  by  modem, 
without  the  use  of  the  phone  lines.  This  article  tells  how  to  build 
that  device  and  provides  detailed  instructions  for  using  it.  I  call 
the  unit  "Ma  Sander,"  since  it  lets  me  bypass  "Ma  Bell." 

Building  and  Testing  Ma  Sander 

Ma  Sander  connects  two  modems  through  a  9-volt  battery, 
making  them  think  they're  connected  through  the  phone  fines, 
lb  build  it,  you  need  these  four  simple  parts,  plus  the  basic  tools 
used  in  making  electrical  connections: 

2  Suiface-mount  modular  phone  jacks 

(Radio  Shack  #279-355) 

1  Snap  connector  for  9-volt  battery  (Radio  Shack  #270-325) 

1 9-volt  battery  with  snap  terminals  (Radio  Shack  #23-583) 
Radio  Shack  part  numbers  are  shown  for  your  convenience,  but 
similar  items  will  work  just  as  well. 

If  you're  familiar  with  telephone  wiring,  just  connect  the  two 
jacla  together  green  to  green,  tie  off  the  yellow  and  black,  and 
connect  the  battery  between  the  two  red  terminals. 

If  you're  not  familiar  with  telephone  wiring,  follow  these  step- 
by-step  instructions: 

1.  Look  closely  at  your  modulai"  jacks.  Some  types  have  screw 
terminals,  while  others  have  wires  with  spade  lugs  or  similar 
terminations.  Whichever  type  you've  got,  it  will  have  four  col- 
ored wires  or  terminals — red,  green,  yellow  and  black.  (We'll  call 
them  "wires"  from  now  on.) 

2.  The  yellow  and  black  wires  ai-e  not  used  in  our  application. 
Depending  on  the  configuration  of  your  jacks,  they  should  be 
taped,  cut  off,  ignored  or  otherwise  taken  out  of  the  picture.  This 
will  leave  you  with  four  wires  in  all — two  green  and  two  red. 

3.  Cormect  the  two  green  wires  together.  If  the  finished  con- 
nection is  exposed  and  iree  to  move,  tape  it  to  avoid  short  cir- 
cuits, 

4.  Connect  the  two  red  wires  through  the  9-volt  battery.  Tb  do 


GORDON  KIBBEE 


Thanks  to  a  simple  device  my  systems 
communicate  by  modem,  without  the  use  of 
the  phone  lines. 

this,  attach  one  wire  bom  the  battery  connector  to  the  red  wire 
on  one  modular  jack;  attach  the  other  battery  wire  to  the  red 
wire  on  the  other  jack. 

5.  When  all  wiring  is  done,  examine  your  jacks  to  insure  that 
you  have: 

•  Two  black  wires  disabled 

•  Two  yellow  wires  disabled 

•  Two  green  wires  connected  together 

•  Two  red  wires,  each  attached  to  a  battery  wire.  If  everything 
is  in  order,  your  wiring  is  complete.  Easy,  wasn't  it? 

6.  Now  connect  a  9-volt  battery  to  the  snap  terminals.  You 
don't  need  an  on/'off  switch,  since  there's  no  load  on  the  battery 
unless  something  is  plugged  into  both  jacks. 

7.  Finally,  complete  the  job  by  wrapping  everything  into  one 
neat  package.  If  you've  used  Radio  Shack  #259-355  jacfc;,  you 
can  make  a  sandwich  of  them,  with  the  wires  and  battery  inside, 
held  together  with  one  long  screw  through  their  center  hcles.  My 
own  jacks  were  smaller,  so  I  used  masking  tape  to  tie  them  and 
the  battery  together 

8.  If  you  have  access  to  t^vo  telephones  with  modular  plugs, 
use  them  to  test  your  unit.  Plug  the  phones  into  Ma  Sander, 
then  see  if  you  can  talk  between  them.  You  won't  be  able  to  dial 
or  ring,  but  you  should  be  able  to  communicate  fitim  phone  to 
phone.  If  you  can't,  carefiilly  recheck  your  wiring. 

Preparing  to  Use  tiie  Unit 

These  instructions  assume  that  you  have  some  familiarity 
with  using  a  modem  and  communications  software.  If  yoj  don't 
have  such  familiarity,  Ma  Sander  can  be  your  laboratory  for 
gaining  it. 

As  we  said,  Ma  Sander  replaces  the  commercial  telephone 
lines  to  which  modems  are  usually  connected.  If  your  modems 
and  communications  software  are  appropriately  matched,  pass- 
ing data  between  two  local  computers  will  be  almost  like  com- 
municating with  a  bulletin  board.  The  differences  with  Ma 
Sander  are  that  you  set  one  computer  to  originate  the  call  and 


80    MARCH  1988 


Technical  Tips /Connecting  Modems  Oirectly- 


Anyone  can  build  Ma  Sander  with  $6  and 
an  hour  of  time. 

one  to  receive  it,  and  you  don't  use  automatic  dialing  and  an- 
swering. 

Eveiy  modem  has  two  modes  of  operation:  originate  and  an- 
swer. The  appropriate  mode  is  set  by  your  communications  soft- 
ware or,  in  some  external  modems,  by  a  switch.  For  communica- 
tions to  be  successful,  one  modem  must  be  in  originate  mode  and 
the  other  must  be  in  answer  mode. 

Also,  most  communications  software  provides  automatic  dial- 
ing of  outgoing  calls  and  automatic  answering  of  incoming  ones. 
Since  Ma  Sander  doesn't  provide  a  dial  tone,  she  may  not  work 
with  automatic  dialing.  Since  she  doesn't  provide  a  ringing  sig- 
nal, she  won't  work  with  automatic  answering.  Fortunately, 
most  sofi;v^'are  has  keyboard  commands  to  manually  initiate  and 
answer  calls. 

Here  are  step-by-step  instructions  for  preparing  your  comput- 
ers to  use  Ma  Sander  By  following  them  carefijliy,  you'll  avoid 
the  mysteries  and  frustrations  that  often  accompany  telecom- 
munications work: 

1.  Decide  which  of  your  computers  will  originate  the  call  and 
which  one  will  answer  it.  Steps  2-7  apply  to  the  Originating 
computer. 

2.  If  the  Originating  computer's  modem  has  an  Originate/ 
Answer  switeh,  set  it  to  the  Originate  position. 

3.  Load  and  run  this  computer's  communications  software. 

4.  Note  the  communications  parameters  that  the  software 
uses  as  defaults,  (Later  on,  you'll  have  to  ensure  that  the  An- 
swering computer  uses  the  same  parameters.!  If  in  doubt,  set 
300  baud,  7  bit  word  length,  no  parity,  1  stop  bit,  and  Half  Du- 
plex operation. 

5.  Consult  the  instruction  manual  to  see  if  your  soft:ware  can 
originate  a  call  without  dialing  a  number  On  my  Tkndy  100, 1 
press  the  TERM  key  to  do  this.  My  Commodore  program  doesn't 
have  the  feature,  while  my  PC's  Everex  BitCom  software  re- 
quires me  to  type  "C"  Ifor  Connect)  at  the  main  menu,  followed 
by  -H  -H  -H  ATD  <RETURN>.  The  +  +  +  ATD  is  a  standard  mo- 
dem command  that  may  well  work  with  youi-  soft^vare.  Be  sure 
to  use  upper  case  letters,  and  don't  be  surprised  if  the  characters 
are  echoed  twice  onto  your  sciieen. 

6.  If  your  software  can't  originate  a  call  vrithout  diaUng, 
choose  a  dummy  telephone  number  for  your  call. 

7.  Plug  the  originating  computer's  modem  into  either  of  Ma 
Sander's  jacks.  If  the  modem  has  two  connections,  use  the  one 
marked  "Line." 

8.  The  remaining  steps  apply  to  the  Answering  computer.  If 
this  computer's  modem  has  an  Originate/Answer  switeh,  set  it 
to  the  Answer  position. 

9.  Load  and  run  this  computer's  communications  software. 

10.  Set  the  communications  parameters  to  agi^ee  with  those  of 
the  Originating  computer  (see  Step  4).  This  is  important  since  it 
ensures  that  the  two  computers  are  working  in  sync. 

11.  Using  your  software  instruction  book,  determine  how  to 
answer  a  call  manually.  (Since  Ma  Sander  provides  no  ringing 
signal,  the  answering  computer  will  not  automatically  answer 
incoming  calls — you  have  to  tell  it  to  answer,  using  the  com- 
mands in  your  communications  software  package).  On  my 
Tkndy  100 1  press  the  TERM  key  to  answer  manually,  while  on 
my  Commodore  I  press  a  special  "pickup"  key.  With  BitCom.  I 


'  type  "A"  {for  Answeri,  followed  by  +  +  -h  ATA  <RETURN>. 
The  latter  is  a  common  command  where  Hayes-compatible  mo- 


dems ai-e  involved;  if  you  use  it  with  your  system,  be  sure  to  use 
upper  case  letters. 

12.  Plug  this  computer's  modem  into  the  other  Ma  Sander 
jack.  If  the  modem  has  two  telephone  connections,  use  the  one 
marked  "Line." 

Initiating  Communications 

Once  your  computers  have  been  prepaiied  as  described  above, 
following  these  steps  should  put  them  into  communication: 

1.  Use  the  Originating  computer  to  originate  a  call,  ff  you've 
used  a  dummy  telephone  number,  wait  until  the  last  digit  has 
been  dialed.  (You  can  usually  see  and'or  heai-  it  being  dialed.) 

2.  Immediately  after  completing  Step  1.  answer  the  call  on  the 
Answering  computer.  (If  you  answer  too  eai'ly.  the  Originating 
computer  may  get  the  equivalent  of  a  busy  signal.  If  you  wait 
too  long,  the  Originating  computer  may  time  out  and  hang  up.) 

3.  Type  something  on  either  computer  and  see  if  it  appears  on 
the  screen  of  the  other.  If  it  does,  you're  in  business.  If  it  doesn't, 
don't  be  too  upset — you've  probably  overlooked  some  simple 
step.  Carefully  repeat  everj'thing  you've  done  so  far,  to  see 
where  you've  gone  wrong.  If  things  still  don't  work,  see  the 
troubleshooting  sections  of  this  article,  your  software  manuals 
and  your  modem  manual. 

Once  you've  established  keyboard-to-screen  communication, 
type  some  messages  back  and  forth  until  you'ix?  comfortable 
with  the  system.  The  next  step  is  to  transfer  files  fi-om  memory 
or  disk.  Insti-uctions  for  doing  that  are  contained  in  your  soft- 
ware manuals;  when  reading  them,  remember  that  sending  a 
file  is  often  called  "uploading,"  while  receiving  a  file  is  called 

;  "downloading."  Your  software  may  have  .several  "protocols,"  or 
ways  of  performing  these  transfei-s;  ASCII,  buffer.  Xmodem  and 

]  Punter  are  some  of  the  common  ones.  Due  to  Ma  Sander's  inter- 
ference-fi-ee  perfoimance,  the  simplest  protocol  will  probably 
work  fine.  As  you  did  when  you  set  communications  parameters, 
be  sui-e  that  the  uploading  and  downloading  jirotocols  ai^e  identi- 
cal. If  you  have  trouble  getting  results,  check  the  troubleshoot- 
ing sections  in  this  article  and  in  vour  software  manuals. 

! 

i  Tips,  Tricks  and  Troubleshooting 

I  did  my  first  modem  work  in  1971,  and  I've  spent  dozens  of 
hours  debugging  communications  systems.  It's  fhisti'ating  work, 
because  you  seldom  have  a  screen  display  to  show  what's  going 
on.  Nevertheless,  it  leads  to  veiy  rewarding  results.  Here  are 
some  hints  that  will  help  you  get  those  results: 

1.  It's  useful  to  listen  to  the  modem  signals,  since  it  helps  you 
understand  which  computer  is  doing  what.  Such  listening  is 
easy  if  you  use  a  duplex  jack  (Radio  Shack  #279-357)  to  connect 
a  telepiione  in  parallel  with  one  of  yom-  modems.  Plug  the  du- 
plex jack  into  Ma  Sander,  and  plug  a  modem  and  telephone  into 
the  jack. 

■With  proper  communications  at  300  baud,  you'll  hear  a  high- 
pitehed  tone  when  the  Answering  modem  answers,  followed  in  a 
second  or  t\vo  by  a  lower  tone  fi-om  the  Originating  modem. 
Then  you'll  hear  both  tones  at  once,  signifying  that  communica- 
tion has  been  established.  If  you  press  a  key,  you  should  hear  a 
chirping  sound  superimposed  on  the  tones.  At  1200  baud,  you 
should  heai-  the  answering  tone,  followed  by  a  hissing  sound 
that  doesn't  seem  to  change  as  you  press  keys. 

Once  you've  established  communication,  remove  the  phone  or 
hang  it  up,  since  it  can  interfere  with  the  data  transmission. 

Cniitinued  on  page  128 


COMMODORE  MAGAZINE     81 


128  USERS  ONLY" 


Tax  Records 
128 

A  tax  record  keeping 
pwgram  for  the  128 


Only  two  things  in  life  are  certain — 
death  and  taxes.  While  there  is  little 
we  can  do  to  soften  the  first,  Thx  Records 
128  can  take  a  lot  of  the  sting  out  of  the 
second.  Tax  RecoitLs  128  won't  do  youi- 
taxes  for  you.  but  it  suib  keeps  recoi'ds 
better  than  a  shoe  box. 

Tax  Records  128  uses  an  80-coIumn  dis- 
play to  show  the  maximum  amout  of  data 
on  screen  and  to  allow  use  of  the  128"s  fast 
mode.  Because  of  this,  there  are  no  provi- 
sions for  using  Tkx  Records  128  on  a  40- 
column  display  monitor.  Windows  are 
used  to  separate  input  data  from  program- 
controlled  infoiTnation  like  menus,  disk 
directories  and  help  sci^eens.  The  pi^o- 
gram's  structui^e  walks  you  thix)ugh  each 
option  (create,  update,  load,  merge,  sort, 
printout,  etc. I.  While  managing  a  data- 
base, especially  one  which  keeps  ti-ack  of 
your  tax  records,  may  sound  threatening, 
this  one  is  not.  If  while  using  the  progi-am 
you  access  an  option  accidentally,  don't 
panic.  All  options  which  could  affect  data 
have  built-in  escape  routines  which  allow 
you  to  escape  unscathed  before  the  oper- 
ation is  completed. 

While  creating  the  program,  every  ef- 
fort was  made  to  take  advantage  of  BA- 
SIC 7.0's  built-in  featm^es  rather  than 
poking  a  lot  of  code  in  the  system.  You 
should  always  be  able  to  recover  fi-om  an 
endless  loop  or  execution  problem  by 
pressing  both  the  RUN  STOP  key  and 
RESTORE.  To  prevent  the  user  from  acci- 
dentally breaking  into  the  program  while 
using  Tax  Recoi'ds  128,  several  escape 
traps  ai-e  set.  These  traps  allow  the  user  to 
stop  a  long  directoiy  from  scrolling  out  of 
view.  These  are  soft  traps — if  you  press 
the  RUN/STOP  key  once,  a  dii'ectoiy  list- 
ing will  stop,  but  if  you  tap  it  several 
times,  the  progi'am  assumes  you  really 
want  to  break  into  the  program  (return  to 
BASIC  land  does. 

After  you  have  correctly  duplicated  the 
listing  and  saved  it  to  disk,  you  are  ready 
to  begin  organizing  youi"  tax  i-ecords.  Sim- 
ply type  (from  BASIC):  RUN'Tax  Records 
128"  <RETURN>.  The  program  will  load 
and  begin. 


Using  Tax  Recoi'ds  128 

The  pi-ogi'am  is  di\'ided  into  two  mod- 
ules, displayed  as  two  main  menus  titled: 
ENTRY  and  WORK  WITH  FILE.  The 
ENTRY  sci'een  is  displayed  with  a  red 
banner  and  the  WORK  WITH  FILE 
screen  uses  a  blue  banner.  This  color 
scheme  was  used  to  %dsually  alert  the  user 
to  the  menu  in  use.  If  you  wish,  you  can 
change  the  COLOR  commands  in  line  68, 
(the  3  in  "COLOR5,3"  sets  type  as  i^edl 
and  line  111,  (the  15  in  "COLORo.lo"  sets 
type  to  blue). 

The  ENTRY  sci-een  is  where  you  a-eate 
and  manage  your  tax  files  (all  menu  di-iv- 
en).  You  are  prevented  fi'om  mo\ang  to  the 
second  screen,  WORK  WITH  FILE,  until 
you  have  created  a  file  and  have  loaded  it 
into  memoiy  The  WORK  MTH  FILE 
screen  allows  you  to  examine,  .sort  and 
print  (to  screen,  printer  or  both)  the  infor- 
mation in  your  tax  files.  It  also  keeps  run- 
ning totals  of  both  your  income  and  de- 
ductions and  the  sub-categories  of  both. 

The  program  is  designed  to  handle  a  to- 
tal of  500  i-ocords  (each  with  six  fields). 
This  size  should  be  more  than  adequate 
for  most  hou.seholds  (I  average  ajx)und  200 
per  year).  To  increase  the  number  of  re- 
conis  Tax  Recoi'ds  128  can  handle,  change 
the  number  in  the  DIM  statement  found 
in  line  six  of  the  listing.  The  default  value 
is  500.  (Do  not  change  the  value  in  the 
niS(40),  same  line,  which  controls  the 
number  of  characters  which  can  be  input 
to  a  field.  Changing  this  value  will  scram- 
ble the  progi-am's  stiiictiu'e  and  display.) 

The  EntiT  Screen 

You  begin  each  session  of  Tax  Recoi-ds 
128  at  the  ENTRY  sci-een.  The  eleven  op- 
tions you  can  access  fi'om  a  single  key  are: 
c  —  create  a  file 
m  —  merge  two  existing  files 
1  —  locwl  an  existing  file 
a  —  add  to  an  existing  file 
d  —  delete  I'econls  ftom  the  file  in 

memoiy 
s  —  save  the  file  in  memory  to  disk 
u  —  update  (change)  records  on  the 
file  in  memorj' 
Fl  -  go  to  WORK  WITH  FILE  screen, 

IF  a  file  is  in  memory 
F2  —  scratch  a  file  from  the  disk 
F7  —  list  the  disk's  diiiectory 
HELP  key  —  list  help  screens 


by  Gar/  V.  Fields 


Creating  a  File 

The  fii-st  thing  you'll  need  to  do  is  create 
a  file.  A  block  will  appear,  and  j'ou'U  be 
prompted  to  enter  a  filename.  Onci;  a  file 
has  been  opened,  you  ai'e  read}'  to  enter 
youi'  tax  infoi-mation.  The  program  is 
structui*ed  to  accept  only  legal  input.  Fii-st 
you'll  be  asked  if  the  first  entiy  will  be  for 
"i"  (Income I  or  "d"  (Deduction).  This 
Categoiy  prompt  will  accept  only '  i."  "d," 
or  "!"  as  input.  If  you  input  "I,''  the  disk 
file  is  closed,  and  you  are  returned  to  the 
fii-st  menu. 

If  you  entered  ''i"  ( Income  i  and  pressed 
RETURN,  a  new  prompt  appeal's.  This 
prompt  wants  you  to  label  the  tv^x;  of  in- 
come used:  either  "w"  (Wages).  'T  (Fann 
earnings),  "d"  (Dividendi,  "i"  (Inte::Testi, 
"r"  (Rental),  "b"  (Business)  or  "o"  (Other 
income)  for  the  Subcategory. 

If  you  choose  "d"  (Deduction)  the  Sub- 
category prompt  will  allow  "i"  (Interest), 
"m"  (Medical),  "e"  (Education),  "b'  (Busi- 
nessi,  "t"  (Thx),  "c"  (Contribution),  "r"  (Re- 
tirement fiindl  or  "o"  (Other  expense). 

The  program  has  checks  to  prevent  you 
ftxim  entering  wages  or  faiin  earnings  as  a 
deduction,  or  education,  tax  or  medical  as 
income.  The  one  character  you  should 
avoid  using  while  inputing  data  is  the 
comma.  BASIC  7.0  i-ecognizes  the  comma 
as  a  sciieen  di\ider — thus,  if  it  is  ui^ed.  BA- 
SIC'S interpreter  will  attempt  to  divide 
your  input  into  sections  divided  b;'  the 
comma.  The  con.sequences  of  such  an  er- 
ror would  be  incomplete  enm'  of  cata  and 
an  eiTor  message  printed  to  the  screen. 

Nexi  you  will  be  prompted  to  enter  the 
"Souire"  of  the  money  This  input  must  be 
between  four  and  20  characters. 

The  next  prompt,  labeled  NOTEDATE, 
was  originally  restricted  to  dates,  but  at 
the  suggestion  of  my  accountant  I  opened 
it  up  to  allow  any  input, 

The  fifth  field,' RECORDRECEIPT,  is 
for  receipt  infomiation.  Here  you  'wuld 
input  a  check  or  receipt  numiaer,  bank  ac- 
count, cash  or  none  (if  there  is  no  receipt). 
Tkke  my  accountant's  ad\ice — put  some- 
thing here  so  you  cim  prove  the  entn'  lat- 
er if  "you  know  who"  ever  asks  to  see  your 
tax  records. 

The  AJMOUNT  is  last.  Just  put  in  the 
amount  numbers.  Do  not  use  a  doliai'  sign 
($);  it  will  be  generated  by  the  progi'am 
when  the  infoiTnation  is  dumped  lo  the 
screen  or  a  printer  Do  put  a  decimal  point 
to  separate  dollars  fi"om  cents.  The  pro- 


82    MARCH  1988 


128  Users  Only/ Tax  Records  128 

gram  won't  let  you  leave  that  field  until  it 
sees  a  decimal. 

Before  the  record  is  stored  to  disk,  j'ou 
will  be  asked  if  all  the  input  is  coiTect.  The 
cursor  will  then  return  to  the  fii-st  field 
CATEGORY  (il  (d)  (!).  If  you  answered  "n" 
because  the  i-ecord  was  incon-ect,  simply 
press  RETURN  until  you  land  on  the  field 
you  want  to  change.  After  you  have 
changed  the  en^neous  information,  con- 
tinue to  press  RETURN  until  you  are 
back  to  the  final  prompt. 

After  you  have  filled  all  the  fields  in  a 
record,  the  cursor  always  returns  to  the 
first  field,  so  you  am  either  continue  en- 
tering data  or  signal  you  are  finished,  lb 
end  a  session  of  ci-eating  a  file,  you  input 
"!"  (exclamation  point  i  on  the  fii-st  prompt. 

During  the  session  of  creating  a  file,  the 
datii  in  the  fields  remains  until  you  either 
type  over  it  or  exit  the  option.  There  is  a 
good  reason  for  this  no-clear  feature. 
Much  of  the  infonnation  you  will  be  enter- 
ing will  be  repetitive  infonnation  (pay- 
check, medical,  b;mk  statements,  bills, 
etc.  I.  By  not  clearing  the  fields,  infonna- 
tion which  is  identical  can  be  entei-ed  with 
a  simple  press  of  the  RETURN  key,  and 
other  fields  which  change  only  slightly 
(dates  for  example)  can  be  adjusted  and 
entea^l  with  a  minimum  of  keystrokes. 

While  you  aj"e  entering  infonnation, 
your  disk  drive's  activity  light  will  glow 
constantlj',  but  the  diive  will  spin  only 
when  its  buffer  is  full  and  when  you  close 
the  file. 

After  you've  created  a  file,  you  can 
move  on  to  1k\  Recoi'ds  128's  other  fea- 
tm-es.  Befoi'e  we  describe  the  WORK 
WITH  FILE  options  let's  finish  the  op- 
tions a\'ailable  finm  the  ENTRY  screen. 

The  function  keys  have  l)een  redefined. 
Pi-essing  the  F7  key  will  open  a  window  on 
the  right  side  of  the  screen  and  display  the 
directoiy  of  a  disk  in  diive  8.  The  Fl  key 
toggles  the  progi-am  between  the  two 
main  sci-eens:  ENTRY  and  WORK  WTTH 
FILE.  The  P2  key  allows  you  to  scratch  an 
entire  file  (or  progi-am)  fiom  the  cuiTent 
disk.  Pressing  the  HELP  key  siunmons 
infonnation  on  the  options  available.  (The 
HELP  feature  is  automatically  simi- 
moned  when  you  are  entering  or  changing 
a  file.)  The  remaining  function  keys  have 
no  effect  on  the  progi'am. 

To  load  a  file  which  is  stoi-ed  on  disk, 
you  simply  press  the  "1"  key  (Load)  and  in- 
put the  name  of  the  file.  The  data  will  be 
displayed  on  the  screen  as  it  is  recalled, 
and  the  last  line  will  note  the  exact  record 
CQimt. 

If  vou  want  to  add  information  to  a  file 


you  have  a  choice  of  methods.  You  can  ei- 
ther create  another  file  and  merge  the 
two,  or  you  can  add  infonnation  directly. 
To  add  to  an  existing  file,  simply  press  "a." 
Pi'ompts  similai'  to  those  used  duiing  the 
creation  pi-ocedmie  will  walk  j^ou  through 
the  action, 

lb  merge  two  files  into  one,  simply  press 
"m"  fiiom  the  menu  and  follow  the 
prompts.  The  disk  diiiectoiy  will  appear 
automatically  to  aid  you  in  selecting  and 
coiTectlj'  spelling  the  files  you  want  to 
combine.  The  data  of  one  file  (file  to 
merge!  will  be  attached  to  the  end  of  the 
(fii-st  selected!  master  file.  When  the  oper- 
ation is  finished,  the  master  file  will  con- 
tain the  infonnation  iield  jdIus  the  infor- 
mation existing  on  the  merge  file.  Re- 
member, the  merge  action  affects  only 
those  files  on  disk,  not  the  file  (if  one  has 
been  loaded!  cuiTenllj-  in  memoiy.  If  3'ou 
want  to  view  or  work  with  the  combined 
file,  you'll  need  to  load  it  into  memory  (the 
"1"  command!  firet. 

Deleting  ("d")  or  updating  ("u")  a  record 
fixim  a  file  is  simple.  After  you  select  the 
option  ("d"  or  "u"),the  progi-am  will  ask  foi' 
some  infoiTuation  so  it  can  locate  the  spe- 
cific record.  After  you  input  the  data,  the 
progi'am  will  seairh  the  entire  file  (in 
memory')  for  a  match.  Once  you  locate  the 
desired  iword  you  can  delete  it  or  make 
changes  and  resave  it.  (Remember:  Tkx 
Recoixls  128  is  case  sensitive.  "B"  and  "b" 
are  two  entirely  different  charactere,  so 
when  searching  for  a  i^ecoi-d  l^e  sm-e  to  use 
upper  and  lower  case  type  just  as  you  did 
when  you  first  entei-ed  the  data.)  I 

The  last  option  you  can  select  fix)m  this 
menu  is  "s"  (Save!.  The  progi-am  includes 
an  internal  check  which  will  remind  you 
to  resave  the  file  (if  it  has  been  altei'ed)  if 
you  attempt  to  move  to  the  WORK  WITH 
FILE  screen.  It's  impoilant  to  be  smie  to 
save  a  file  which  has  been  altered  before 
tmning  the  system  off.  This  precaution 
does  not  apply  to  files  which  have  been 
created,  added  to  or  merged — since  those 
activities  are  waitten  dii-ectly  on  the  disk. 

Working  with  the  File  Screen 

This  screen  displays  the  name  of  the  file 
in  memory  and  allows  you  to  recall  either 
the  enth-e  file  or  only  specific  data.  This  is 
veiy  similai-  to  the  ENTRY  sci-een.  lb  acti- 
vate an  option  fitjm  the  WORK  WITH 
FILE  menu,  press: 

t  —  Total  re\iew  of  all  the  data  in  a 
file — deductions  and  income 

1  —  Categun'  review  all  deductions  or 

all  incomes 

2  —  Subcategorv'  review  all  data  in  a 

selected  subcategoiy  using  either 


Categoiy  INCOME  or  Category 
DEDUCTIONS  as  a  factor.  If 
Categoiy  INCOME  is  selected, 
the  user  can  review  data  stored 
under:  Wages.  F'arm,  Di\idends 
Interest,  Rental,  Business,  (Xh- 
er.  If  Categoiy  DEDUCTION  is 
selected,  the  user  can  review  data 
stored  under:  Interest,  Medical, 
Education,  Business,  Tax,  Con- 
tributions, Other. 

3  —  Source  re\iew  ail  data,  either  IN- 

COME or  DEDUCTION  fivm  a 
common  soiuice. 

4  —  Note'Date  re\iew  all  data,  either 

INCOME  or  DEDUCTION  with 
a  common  Note/Date  field. 

5  —  Record  review  alt  data,  either 

INCOME  or  DEDUCTION  with 
a  common  REC  RECEIPT  field. 

6  —  Amount  i-eview  all  data,  either 

INCOME  or  DEDUCTION  with 

a  common  dollar  amount. 
q  —  quit  allow^s  the  user  to  quit  the 

program  and  closes  all  files. 
Fl  —  Returns  you  to  the  ENTRY 

SCREEN 
F7  —  Displays  the  disk's  directoiy 
<HELP>  —  Displays  help  screen  window 

There  ai-e  also  SAVE,  RENAME  & 
SAVE,  and  ESCAPE  options,  This  screen 
appears  any  time  you  alter  a  file  and  at- 
tempt to  move  from  the  ENTRY  (create, 
alter,  disk  command)  SCREEN  to  the 
WORK  WTTH  FILE  SCREEN. 

[NOTE:  The  line  which  opens  a  channel 
to  youi'  printer  is  In  line  45.  The  progi^am 
uses  the  traditional  code  for  a  CBM  1525 
printer  This  was  selected  since  most 
printer  interfaces  support  that  emulation. 
If  youi-s  does  not,  this  is  the  line  to  adjust 
to  get  youi"  printer  online.) 

The  key  to  successfully  using  Tax  Re- 
cords 128  is  organizing  yom'  input.  Since 
the  program  allows  both  upper  and  lower 
case,  you  need  to  standai'dize  your  input. 
For  instance,  if  you  use  "Dr.  Moore"  as  a 
source  one  day,  but  use  "DR.  MOORE" 
other  times,  you  will  not  be  able  to  sort  all 
bills  paid  to  this  doctor  with  a  single 
seaixrh,  since  the  program  will  read  these 
two  case  spellings  as  being  different. 

If  you  use  an  accountimt  who  charges 
by  the  horn;  these  detailed  printouts  will 
save  them  time  and  you  money.  On  the 
other  hand,  ff  you  prepare  your  own  tax 
forms  the  help  Tax  Records  128  offers 
could  save  you  not  only  time  and  money — 
but  also  your  hair  Most  people  will  find 
the  program  takes  a  lot  of  the  hair-pulling 
fiTjstration  out  of  paying  taxes.  So— have 
a  happy  tax  day.  Q 

Cimtinued  on  pg.  84 


COMMODORE  MAGAZINE    83 


28  Users  Only/ Tax  Records  128 

BeloK  tiping  this  program,  read  "How  lo  Enter  Projirim!.  jnJ  ■How  to  1  it  the  Mj(;j/inf 
Enirv  Hrogram.'"  The  R\SIC  programs  in  i!i!5  magizine  arc  jvailihlt  on  disk  from  LoadMar, 
RO. Bos  J0008, SlucTcpon,  L\ "  11 50000^.  i -K(X)-»5 1 ■269H. 

Tax  Records  128 

1  REM   TAX  RECORDS  128  /  80  COLUMN 
DISPLAY  G. FIELDS  VI . 1 ' BQGK 

2  FASTiCOLOR  6,1:PRINT 
CHR$(27)CHR$(85)CHR$(14)CHR$(11) 
■HWQJ 

3  FOR  X=3  TO  8: KEY  X,"":NEXT 

:KEY  1,CHR$C133) :KEY  2,CHR$(137) 
:KEY  7,CHR$(136) 'LGPP 

4  CLOSE  15:0PEN  15  ,  8  ,  15 : U$=CHR$ { 145) 
:RT$=CHR$(18) : R05=CHR$ { 146) :VP=1 
:FL=0:L$=CHRS(157) :TE$=CHR$(7) 'OICY 

5  FOR  X=0  TO  18:OS$=OS$+CHRS(13) 
:NEXT'HQIL 

6  DIM  CA$ (500) ,SC$(500) ,SO$(500) , 
DA$(500) ,RE$(500) ,AM$ (500) , 
NI$(40) 'BLJQ 

7  GOTO  68 'BCVF 

8  FOR  X=0  TO  79:PRINT  CHR$(163); 
:NEXT  X'GNMM 

9  PRINT  OSStFOR  X=0  TO  79 

:PRINT  CHR$ (164) ; :NEXT  X : RETURN ' ISFQ 

10  WINDOW  0,3,51,21,1:RETURN'CNLA 

11  WINDOW  0,3,78,21,1:RETURN'CNUB 

12  PRINT! 1,CA$:PRINT#1,SC$: PRINT* 1,S0$ 
: PRINT* 1,DA$: PRINT! 1,RE$ 

: PRINT! 1,AM$: RETURN 'HLEK 

13  COLOR  5,3:PRINT  TE$RT$"  [SHFT  A] 
NY  [SHFT  K]EY  [SHFT  T]0  [SHFT  C] 
ONTINUE  ":C0L0R  5,2:GET  KEY  A$ 
:RETURN'GSTQ 

14  PRINT  RT$"INITIALIZING  DISK" 
:PRINT#15,"I0":RETURN'DIOJ 

15  PRINT  CHR$(19) :PRINT:PRINT 
: RETURN 'FHLG 

16  PRINT  RT$"  [SHFT  S]TATUS:  "DS$ 
: RETURN 'CHCI 

17  V4=LEN{AM$(C) ) :V5=78-V4 

: PRINT  CA$(C);"  ";SC$(C);"  "; 
SO$(C) ;TAB(26)DA$(C) ; 
:PRINT  TAB(48)RE$(C) ; ' IMQX 

18  PRINT  TAB(69) "$";TAB(V5) AM$(C) 
:AM=VAL (AM$ (C) ) :LC=LC+1 

:IF  ZA=1  THEN  LC=0'LMFU 

19  IF  CA$(C)="I"THEN  Tl=Tl+AM 
:GI=GI+AM'HTLP 

20  IF  CA$ (C) ="D"THEN  T2=T2+AM 
:GD=GD+AM'HTXH 

21  IF  P$="Y"THEN  Hl=LEN (S0$ (C) ) 
:H2=LEN (DA$ (C) )  :H3  =  LEN (RE$ (C)  ) 
:V1=21-H1:V2=42- (H2+H1+V1) 
:V3=62-(H3+H2+H1+V1+V2) 'VVDE 

22  IF  P$="Y"THEN  PRINT#2,CA$(C) ;". ."; 
SC$(C) ;"..";S0$(C) ; SPC (VI) DA$ (C) ; 
SPC(V2)RE9(C) ; 'GWEP 

23  IF  P$="Y"THEN  V4=10-V4 
:PRINT#2fSPC(V3) "$"; 
SPC(V4) AM$(C) 'lYLM 

24  IF  L013  THEN  LC=0:GOSUB  13'FKNH 

25  RETURN 'BAQD 

26  IF  P$="Y"THEN  PRINT*2 
:PRINT#2," [SHFT  TJOTAL  [SHFT  I] 


NCOME  :"; : PRINT! 2 , US ING"$######!# # 
.#!";T1:PRINT#2," [SHFT  G] RAND 
[SHFT  IINCOME  :";:PRINT#2, 
USING"$#*!!#!!!!.*!";GI'KXAE 

27  IF  P$="Y"THEN  PRINT!2 , " [ SHFT  T] 
OTAL  [SHFT  D ] ED , [ SPACE3 ] : " ; 
:PRINT*2,USING"$##!!####!.!#";T2 
:PRINT!2," [SHFT  G]RAND  [SHFT  D]ED 
(SPACE4] :"; : PRINT#2, 
USING"S##!##**!!.#!";GD'JVXD 

28  RETURN 'BAQG 

29  PRINT  TE$"[SHFT  C]ATEGORY  (I)  OR 
(D) ": 'BEXN 

30  GET  KEY  CA$:iF  CA$="I"THEN  32'FJHE 

31  IF  CA$<>"D"THEN  PRINT  U$', 
:GOTO  30'GJUF 

32  PRINT" [SHFT  S ] OURCE [SPACE2] 
(MINIMUM  4  LETTERS) ":LE=20 
:GOSUB  278:SOS=C$:SCNCLR'FQXP 

33  E=0:FOR  C=l  TO  N ' EGYF 

34  IF  CA9<>CA$(C)0R  LEFT$(SO$, 

4) <> LEFTS (SOS(C) ,4) THEN  39: ' JETP 

35  PRINT  TE$RTS"  [SHFT  C] ORRECT 
[SHFT  DIATA  (Y/N)  ":GOSUB  17'CJYN 

36  GET  KEY  X9'CCWH 

37  IF  X$="Y"THEN  41'DEFJ 

38  SCNCLR'BAGH 

39  NEXT  C'BBVI 

40  PRINT  TE$RT$"[SHFT  R] ECORD  [SHFT  N, 
SHFT  0,SHFT  T]   [SHFT  F]OUND" 

: SLEEP  1:E=1'DM0L 

41  RETURN 'BAQB 

42  TRAP  44'BCMD 

43  WINDOW  52,3,78,21,l:DIRECTORY'COPH 

44  A$  =  "'=:GOSUB    10  :  RETURN  '  DGHH 

45  CLOSE    2:PRINT" [SHFT    P] 

RINT    OUT     (Y/N) ?":LE=1:G0SUB    278 
:P$=C$:IF    P$="Y"THEN    BEGIN 
:OPEN    2,4,7'KALW 

46  PRINT*2," [SHFT    F]ILE:     ";N$:PRINT!2 
:PRINT!2," [SHFT    SJEARCH 

:";A$;"    1=[SHFT    CJATEGORY    ";"DPXS 

47  PRINT!2,"2= [SHFT    S]UB     [SHFT    C] 
ATEGORY    3= [SHFT    S] OURCE    4= [SHFT    N] 
OTE/[SHFT    DJATE    5= [SHFT    R] ECORD    6= 
[SHFT    A]M0UNT":PRINT#2'CEXB 

48  PRINT#2," [SHFT    C]      [SHFT    S ] UB 
[SHFT    S]OURCE 

[SHFT    N]OTE/(SHFT    DjATE 

[SHFT    SPACE, SHFT    R] ECORD 

[SHFT    aJmOUNT. . .":BEND'CEBG 

49  RETURN 'BAQJ 

50  J=0:IF  B$="I"AND  CA5(C)=BSTHEN  J=l 
: RETURN' IQQJ 

51  IF  BS="D"AND  CA$(C)=B$THEN  J=l 
: RETURN 'HNJJ 

52  IF  B$="B"THEN  J=l : RETURN ' FFEH 

53  RETURN 'BAQE 

54  PRINT  RT$"I"RO$"NCOME" :PRINT"0R" 
: PRINT  RT$"D"ROS"EDUCTION" ' DOEP 

55  PRINT'BACG 

56  GET    KEY    BS'CCAJ 

57  IF    B$="I"THEN    PRINT" [SHFT    I] 
NCOME    SEARCH:": RETURN 'FDBQ 

58  IF    B$="D"THEN    PRINT" [SHFT    D] 


84     MARCH  1988 


128  Users  Only/ Tax  Records  128 

EDUCTION  SEARCH: ": RETURN 'FDVS 

59  IF  B$<>"D"THEN  56'EEVN 

60  PRINT  TE$CHR$ (7) "FINISHED" 'CGVG 

61  GOSUB  26'BCTD 

62  PRINT  RT$"[SHFT  T] OTAL  [SHFT  I] 
NCOMEISPACEII] :";: PRINT 
USING"$#########.##";T1 

:PRINT  RT?"[SHFT  G] RAND  [SHFT  T] 

OTAL  [SHFT  I] NCOME [ S PACES] : " ; 

: PRINT  USING"$#########.##";GI'GRIE 

63  PRINT  RT$"[SHFT  TJOTAL  [SHFT  D] 
EDUCTIONS [SPACE7] :"; 

:PRINT  USING"$#######|#.##";T2 

: PRINT  RT$"[SHFT  G]RAND  [SHFT  T] 

OTAL  [SHFT  D] EDUCTIONS  :"; 

: PRINT  USING"$#########.##";GD'GRQH 

64  IF  VP>0  THEN  CLOSE  2'EENJ 

65  GOSUB  13:RETURN'CDJI 

66  PRINT  TE$:RETURN'CEEK 

67  PRINT  TES"[SHFT  A] RE  YOU  SURE 
(Y/N) ?":RETURN'CEKQ 

68  WINDOW  0,0,79, 24, 1:C0L0R  5,3 

: PRINT  RT$"BY  [SHFT  G],[SHFT  F] 
lELDS [SPACE21,SHFT  T,SHFT  A, SHFT  X] 
[SHFT  R,SHFT  E,SHFT  C,SHFT  0, 

SHFT  R,SHFT  D,SHFT  S]  128[SPACE33, 

WHITE] ":COLQR  5,2'EYJM 

69  PRINT" [SPACE9, SHFT  F,SHFT  I, SHFT  L, 
SHFT  E]   [SHFT  C,SHFT  0,SHFT  M2, 
SHFT  A, SHFT  N,SHFT  D,SHFT  S] 

:  [SPACE3]";  'BBTX 

70  PRINT" [RVS]C[RVOFF]REATE  [RVS]L 
[RV0FF]0AD  [RVS]A[RVOFF]DD  TO  [RVS] 

U[RVOFF] PDATE  [RVS ] D [RVOFF] ELETE 
[RVS]M[RVOFF] ERGE  [RVS ] S [ RVOFF] 

AVE" 'BAQT 

71  GOSUB  8'BBVE 

72  PRINT" [RVS, SHFT  F]l [RVOFF]   [SHFT  W] 
ORK  WITH  FILE  IN  MEMORY [SPACE4 , RVS , 
SHFT  F] 2 [RVOFF]   [SHFT  SJCRATCH  A 
[SHFT  F] ILE[SPACE4,RVS] "; 'BBIW 

73  PRINT" [SHFT  F] 7 [RVOFF]   [SHFT  D] 
IRECTORY [SPACES, RVS, SHFT  H,SHFT  E, 
SHFT  L,SHFT  P, RVOFF]  SCREEN" 
:GOSUB  10'CDJT 

74  SCNCLR:LC=0'CEVJ 

75  TRAP  90'BCNJ 

76  GET  KEY  A$'CCEK 

77  IF  A$=CHR$(136)THEN  GOSUB  42 
:GOTO  75'GMDQ 

78  IF  A$="C"THEN  ZA=0:GZ=0 
:GOTO  184'GNNS 

79  IF  A$="M"THEN  245'DFYP 

80  IF  A$=CHR$ (137)THEN  168'EKEI 

81  IF  A$="L"THEN  ZA=1:GZ=0 
:GOTO  173'GNVM 

82  IF  A$="H"THEN  GET  A$ 

:IF  A$="E"THEN  FOR  X=0  TO  3:GET  A$ 
:NEXT;GOSUB  261'NSDS 

83  IF  ZAOl  THEN  PRINT  U$TE5"[SHFT  N, 
SHFT  O]  FILE  IN  MEMORY" : SLEEP  1 
:SCNCLR:GOTO  75'IPTV 

84  IF  A$="A"THEN  221'DFGL 

85  IF  A$="D"THEN  232'DFLM 

86  IF  A$="S"THEN  92'DEIN 


87 
88 
89 

90 
91 
92 
93 

94 

95 

96 

97 

98 


99 

100 

101 
102 

103 
104 

105 

106 
107 


108 
109 
110 
111 


IF  A$="U"THEN  238'DFJO 

IF  A$=CHRS(133)THEN  91'EJWQ 

GOTO  75'BCTN 

GOTO  68'BCVF 

IF    WFOl    THEN    110'EGUJ 

PRINT    RT$N$"    HAS    BEEN    CHANGED" ' BFJN 

PRINT" [SHFT    T]0    AVOID    POSSIBLE 

LOSS    OF    DATA"'BAGR 

PRINT"YOU    SHOULD    SAVE    IT    TO 

DISK"'BAEQ 

PRINT:PRINT  RT$"[SHFT  P,SHFT  R, 

SHFT  E,SHFT  S2] : [SPACE24 ] " ' CEFT 

PRINT"'S'  TO  [SHFT  S ] AVE  USING 

:  "N$'BCBR 

PRINT    TE$"'R'    TO     [SHFT    R] 

ENAME    FILE    AND    THEN    SAVE"'BDBV 

PRINT    TE$"<[SHFT    E,SHFT    S,SHFT    C] 

>    TO     [SHFT    E] SCAPE    WITHOUT 

RESAVING    FILE"'BDNB 

GET    KEY    A$:IF    A$="S"THEN    104'FIGT 

IF    A$=CHR$(27)THEN    SCNCLR 

:GOTO    110'GKHB 

IF    A$<>"R"THEN    99'EEQY 

PRINT    TE$"[SHFT    I]NPUT    FILE    NAME 

:"'BDVD 

LE=10:GOSUB    278:N$=C$'DNIC 

OPEN    1,8,2,"@0:"+N$+",S,W"'DIEE 

GOSUB    16:  IF    DSO0    THEN    CLOSE    1 

:GOTO    102'HLCG 

FOR   C=l    TO    N'DDCD 

PRINT#1,CA$ (C) :PRINT#1,SC$(C) 

:PRINT#1,S0$(C) :PRINT#1, 

DA$(C) 'EKML 

PRINT#1,RE$ (C) :PRINT#1,AM$(C) 

:NEXT  C'DTII 

16: PRINT  N$" 

WF=0: GOSUB  13'F0NM 

FL=1:2A=0:T1=0:T2=0 

"N":LC=0'LONN 


CLOSE  1:G0SUB 
[SHFT  S] AVED" I 
NN=47-LEN(N$) : 
:GI=0:GD=0:P$= 


WINDOW  0,0,79,24,1:COLOR  5,15 
:PRINT  RT$"[SHFT  F]ILE  [SHFT  I]N 
[SHFT  M] EMORY  :  ";N$; 
:FOR  X=0  TO  NN:PRINT  RT$"  •';:NEXT 
:PRINT  RT$"[SHFT  T,SHFT  A, SHFT  X] 

[SHFT  R,SHFT  E,SHFT  C,SHFT  0, 
SHFT  R,SHFT  D,SHFT  S]  128" 
tCOLOR  5,2'KTWD 

112  PRINT"  [RVS, SHFT  T, RVOFF, SHFT  0, 
SHFT  T,SHFT  A, SHFT  L]   [SHFT  R, 
SHFT  E,SHFT  V,SHFT  I, SHFT  E, 

SHFT  W]  -  OR  - [SPACE2, RVS] 1 [RVOFF, 
SHFT  C]ATEGORY  [ RVS ] 2 [RVOFF , 
SHFT  S]UB  [SHFT  C] ATEGORY  [ RVS ] 3 
[RVOFF, SHFT  S]OURCE  [RVS ] 4 [RVOFF, 
SHFT  N]OTE/[SHFT  D]ATE  [ RVS ] 5 
[RVOFF, SHFT  R] ECORD  [RVS ] 6 [ RVOFF, 
SHFT  A]MOUNT"'BAUI 

113  GOSUB  8'BBVY 

114  PRINT" [RVS, SHFT  F]l [RVOFF] 
[SHFT  R]ETURN  TO  [SHFT  E] 

NTRY  SCREEN [SPACE10, RVS, SHFT  F]7 
[RVOFF, SPACE2, SHFT  D]IRECTORY 
[SPACES, RVS ]Q [RVOFF] U IT [SPACE9, 
RVS, SHFT  H,SHFT  E,SHFT  L,SHFT  P, 
RVOFF]  SCREEN" 'BAVA 


COMMODORE  M/5GAZINE     85 


28  Users  Only/ Tax  Records  128 

115 

GOSUB  10'BCMB 

150 

IF  CA$(C)=B$AND  SC$ (C) =WC$THEN 

116 

TRAP  130'BDGD 

GOSUB  17'GTGH 

117 

GET  KEY  A$'CCEE 

151 

NEXT  CrGOSUB  60:GOTO  110'DIUE 

118 

IF  A$="Q"THEN  300'DFUH 

152 

PRINT  TE$RT$"  [SHFT  S]OURCE 

119 

IF  A$="T"THEN  131'DFAI 

[SHFT  S]EARCH  (FIRST  4  LETTERS)  " 

120 

IF  A$="1"THEN  143'DFTA 

:GOSUB  45:GOSUB  54'DMSQ 

121 

IF  A$="2"THEN  148'DFZB 

153 

LE=4:G0SUB  278 : WC$=C$ : FOR  C=l  TO  N 

122 

IF  A$="3"THEN  152'DFVC 

:GOSUB  50'HUNL 

123 

IF  A$="4"THEN  156'DFAD 

154 

IF  CA$(C)=BSAND  LEFT$ (S0$ (C) , 

124 

IF  A$="5"THEN  160'DFWE 

4)=LEFT$(WC$,4)THEN  GOSUB  17'ICE0 

125 

IF  A$="6"THEN  164'DFBF 

155 

NEXT  C:GOSUB  60:GOTO  110'DIUI 

126 

IF  A$="H"THEN  GET  A$ 

156 

PRINT  TE$RT$"  [SHFT  N,SHFT  0, 

: IF  A$="E"THEN  FOR  X=0  TO  3 : GET  A$ 

SHFT  T,SHFT  E]  /  [SHFT  D,SHFT  A, 

:NEXT:GOSUB  261'NSDP 

SHFT  T,SHFT  E]   (FIRST  2  LETTERS)  " 

127 

IF  A$=CHR$(136)THEN  GOSUB  42 

iGOSUB  45:GOSUB  54 ' DMPW 

:GOTO  116'GNWK 

157 

LE=2:G0SUB  278:WC$=CS'DNML 

128 

IF  A$=CHR${133)THEN  ZA=1:FL=0 

158 

FOR  C=l  TO  NtGOSUB  50 

:GOTO  68'HRJN 

:IF  CA$(C)=B$AND  LEFT$ (DA9 (C) , 

129 

GOTO  116'BDHH 

2)=WC$THEN  GOSUB  17'LFBV 

130 

SCNCLR:GOTO  110'CEKA 

159 

NEXT  C:GOSUB  60:GOTO  110'DIUM 

131 

VP=0'BDKA 

160 

PRINT  TE$RT$"  [SHFT  R,SHFT  E, 

132 

PRINT  TE$TE$RT$"  [SHFT  T,SHFT  0, 

SHFT  C]/[SHFT  R,SHFT  E,SHFT  C, 

SHFT  T,SHFT  A, SHFT  L]   [SHFT  R, 

SHFT  E,SHFT  I, SHFT  P,SHFT  T] 

SHFT  E,SHFT  V,SHFT  I, SHFT  E, 

[SHFT  SJEARCH  ":GOSUB  45 

SHFT  Wj  ":PRINT:GOSUB  45 

:GOSUB  54'DMJQ 

:G0T0  136'ERAP 

161 

LE=20:GOSUB  278 : WC$=C$ ' DOEH 

133 

PRINT  GG$:T1=0:T2=0:LC=0 

162 

FOR  C=l  TO  NrGOSUB  50 

:IF  P$="Y"THEN  PRINT#2:PRINT#2,GG$ 

:IF  CA$(C)=B$AND  RE$ (C) =WC$THEN 

:PRINT#2'KCMN 

GOSUB  17'KBG0 

134 

FOR  C=l  TO  N:IF  CA5 (C) =GH$AND 

163 

NEXT  CiGOSUB  60:GOTO  110'DIUH 

SC? (C) =LEFT$ (GG$,1)THEN  GOSUB 

164 

PRINT  TE$RT$"  [SHFT  A, SHFT  M, 

I7'KDN0 

SHFT  0,SHFT  U,SHFT  N,SHFT  T] 

135 

NEXT  C:G0SUB  60 : RETURN ' DFKF 

[SHFT  SJEARCH  ((SHFT  N]0  $)  " 

136 

GH$="I":GG$="WAGES":GOSUB  133 

:G0SUB  45:GOSUB  54'DMES 

:GGS="FARM":G0SUB  133 

165 

LE=8:G0SUB  278 : WC$=C$ : FOR  C=l  TO  N   i 

:GG$="DIVIDENDS":GOSUB  133'HCKT 

rGOSUB  50'HURO 

137 

GG$="INTEREST":GOSUB  133 

166 

IF  CA$(C)=B$AND  AM$ (C) =WC$THEN 

:GG$="RENTAL":GOSUB  133 

GOSUB  17'GTX0 

:GG$="BUSINESS" iGOSUB  133 

167 

NEXT  C:GOSUB  60:GOTO  110'DIUL 

:GG$="OTHER":GOSUB  133'IGRY 

168 

LE=16:PRINT  TE$RT$"  [SHFT  S] 

138 

GH$="D""BDTH 

CRATCH  A  FILE"'CLNR 

139 

GG$="INTEREST":GOSUB  133 

169 

PRINT" [SHFT  NJAME  [SHFT  F]ILE  TO 

:GG$="MDEICAL":GOSUB  133 

[SHFT  S,SHFT  C,SHFT  R,SHFT  A, 

:GG$=" EDUCATIONAL": GOSUB  133'GXOX 

SHFT  T,SHFT  C,SHFT  H]":GOSUB  278 

140 

GG$  =  "TAX'"  :GOSUB  133 

:NN$=C$'DKPX 

:GG$="CONTRIBUTION":GOSUB  133'EPOJ 

170 

GOSUB  67:GET  KEY  A$ 

141 

GG$="RETIREMENT  FUND":GOSUB  133 

:IF  A$<>"Y"THEN  GOTO  74'IKGJ 

:GG$="BUSINESS":GOSUB  133 

171 

GOSUB  14:SCRATCH(NN$) 'CIVG 

:GG$="OTHER":GOSUB  133'GXPR 

172 

GOSUB  16:G0SUB  13:G0T0  74'DIBH 

142 

GOTO  110'BDBC 

173 

LE=16:PRINT" [SHFT  R,SHFT  E,SHFT  C, 

143 

PRINT  TE$RT$"  [SHFT  C]ATEGORY 

SHFT  A, SHFT  L2]   [SHFT  F,SHFT  I, 

[SHFT  S]EARCH  "iGOSUB  45'CJJK 

SHFT  L,SHFT  E]":GOSUB  278 

144 

LE=1:PRINT" [SHFT  IJNPUT  'I'  OR  'D' 

:N$=C$'EOQS 

:":GOSUB  278'DIXL 

174 

GOSUB  ll'BCNG 

145 

IF  C?<>"I"THEb3  IF  C$<>"D"THEN 

175 

OPEN  1,8,2,"0:"+N$+",S,R":C=0 

SCNCLRtGOTO  143'KIDM 

IGOSUB  16'F0A0 

146 

WC$=C$:FOR  C=l  TO  N 

176 

IF  DSO0  THEN  CLOSE  1:ZA  =  0 

:IF  CA$ (C) =WC$THEN  GOSUB  17'IVH0 

:GOTO  183'HMRP 

•  147 

NEXT  CrGOSUB  60:VP=1:GOTO  110'EMKL 

177 

WF=0:C=0'CGVL 

'148 

PRINT  TE$RT$"  [SHFT  SJUB  [SHFT  C] 

178 

C=C+1'CDTM 

ATEGORY  [SHFT  SJEARCH  ":GOSUB  45 

179 

INPUT#1,CA9(C)  ,SC$(C)  ,SO$(C)  , 

: GOSUB  54'DMRS 

DA$ (C) ,RE$ (C) ,AM$(C) :S=ST'CWNW 

149 

LE=1:G0SUB  278 : WC$=C$ :FOR  C=l  TO  N 

180 

GOSUB  17'BCTD 

:GOSUB  50'HUKQ 

181 

IF  S=0  GOTO  178'DFHG 

86     MARCH  1988 


188 
189 
190 


191 


128  Users  Only/ Tax  Records  128 

182  N=C:CLOSE  1 : PRINT"TOTAL  COUNT 
:  "N"  RECORDS" 'DGHO 

183  GOSUB  13:SCNCLR:WIND0W  0,3,51,21,1 
:GOTO  74'ETJM 

184  PRINT  RT$"[SHFT  CJREATE  A  [SHFT  N] 
EW  [SHFT  F] ILE" ' BDEO 

185  LE=10:PRINT  TE$"[SHFT  N]AME 
[SHFT  N]EW  [SHFT  F]ILE":GOSUB  278 
:N$=C$:SCNCLR'FSUU 

186  CLOSE  l,8,2:OPEN  1,3,2,"@0 
:"+N$+",S,W"'EOEQ 

187  IF  DSO0  THEN  COLOR  5,3 

: PRINT  TE$RT$"[SHFT  D] RIVE 

[SHFT  E,SHFT  R2,SHFT  0,SHFT  R] 

:"DS$:COLOR  5 , 2 : PRINT" [SHFT  A]NY 

[SHFT  K]EY  [SHFT  T] 0  [SHFT  C] 

ONTINUE":GET  KEY  A$ : SCNCLR 

:GOTO  185'MECO 

GOSUB  261'BDMM 

GOSUB  10'BCMM 

PRINT  RT$" [SPACE7,SHFT  T]0 

[SHFT  C,SHFT  L,SHFT  0,SHFT  S, 

SHFT  E]  FILE,  INPUT  ' 1 '  AS 

[SHFT  C]  ATEGORY  [SPACES]  '"BDUT 

PRINT  RT9" [SPACE12,SHFT  R,SHFT  E, 

SHFT  M,SHFT  E,SHFT  M,SHFT  B, 

SHFT  E,SHFT  R) :   [SHFT  D] 0  [SHFT  N, 

SHFT  0,SHFT  T]  USE  [SHFT  C,SHFT  0, 

SHFT  M2,SHFT  A, SHFT  S,SPACE12] 

"'BDEA 

192  INPUT" [SPACES, SHFT  C,SHFT  A, 
SHFT  T,SHFT  E,SHFT  G,SHFT  0, 
SHFT  R,SHFT  Y]  (I)  (D)  (!)"; 
CA$'BE0Q 

193  IF  CA$="I"THEN  196'DGRK 

194  IF  CA$="!"THEN  CLOSE  1 

rPRINT  TE$"[SHFT  F]ILE  [SHFT  C, 
SHFT  L,SHFT  0,SHFT  S,SHFT  E, 
SHFT  D]":G0T0  68'GLTU 

195  IF  CA$<>"D"THEN  PRINT  U$; 
:G0T0  192'GKVP 

196  INPUT" [SPACE16, SHFT  S ] UB  [SHFT  C] 
ATEGORY "; SC$ ' BELR 

197  IF  CA$="D"THEN  201'DGYO 

198  IF  SC$="W"OR  SC9="F"0R  SC$="D"OR 
SC$="I"0R  SC$="R"THEN  204'LSLA 

199  IF  SC$="B"OR  SC$="0"THEN  204'FJBS 

200  PRINT  U$;;G0T0  196'CHAX 

201  IF  SC$="I"0R  SC$="M"0R  SC$="E"OR 
SC$="T"OR  SC$="C"THEN  204'LSBK 

202  IF  CA$="D"AND  SC$="R"OR  SC$="B"OR 
SC$="0"THEN  204'JPJI 

203  PRINT  U$;:GOTO  196'CHAB 

204  INPUT" [SPACE7, SHFT  S,SHFT  0, 
SHFT  U,SHFT  R,SHFT  CSHFT  E] 

(MIN/4  MAX/20) ";SO$'BECK 

205  IF  LEN(S0$)<4  OR  LEN(SO$)>20  THEN 
PRINT  U$;:GOTO  204'JUDL 

206  INPUT" [SHFT  N,SHFT  0,SHFT  T, 
SHFT  E]/[SHFT  D,SHFT  A, SHFT  T, 
SHFT  E]  (MAX/20  [SHFT  N,SHFT  0] 

COMMAS) ";DA$'BEMP 

207  IF  LEN(DA$)<1  OR  LEN(DA$)>20  THEN 
PRINT  U$;:G0T0  206'JUAM 

208  INPUT" [SPACES, SHFT  R,SHFT  E, 


I  209 

210 

211 

212 
213 


214 
215 
216 

217 
218 
219 
220 
221 
222 

223 
224 
225 
226 

227 


228 
229 

230 

231 
232 


SHFT  CSHFT  0,SHFT  R,SHFT  D]/ 
[SHFT  R,SHFT  E,SHFT  C,SHFT  E, 
SHFT  I, SHFT  P,SHFT  T]   CMAX/20)"; 
RE$'BEVS 

IF  LEN(RE$)<1  OR  LEN(RE$)>20  THEN 
PRINT  U$;:G0T0  208' JUMP 
INPUT" [SPACE7, SHFT  A, SHFT  M, 
SHFT  0,SHFT  U,SHFT  N,SHFT  T]  ( 
[SHFT  N,SHFT  0]  $  SYMBOLS)"; 
AM$'BEKI 

IF  LEFT9(AM$,1) <CHR$(46}0R 
LEFT$ (AM$,1) >CHR$(57)OR 
LEN(AM$)>8  THEN  PRINT  U$; 
:GOTO  210'OKHO 
IF  LEFT${RIGHT$(AM$,3) , 
1)  OCHR?  (46)THEN  PRINT  U$; 
:GOTO  210'JWQJ 

PRINT  TE$"[SHFT  I]S  THIS  CORRECT 
(Y/N)":GET  KEY  A?:IF  A$<>"Y"THEN 
IF  A$<>CHR$(13)THEN  A$="N"'NRYS 
IF  A$=CHR$(13)THEN  A5="Y"'FIDG 
PRINT  RT$A$TE$TE$TE$'BOEF 
IF  A$="N"THEN  PRINT  CHR$(19) 
:PRINT'GHII 

IF  A$="N"THEN  192'DFBH 
IF  GZ=1  THEN  RETURN 'EDRI 
GOSUB  12'BC0G 
A5="N":GOT0  216'CGSA 
GOSUB  261'BDMA 
PRINT  RT$"[SHFT  A, SHFT  D2] 
[SHFT  DJATA  TO  ";N$'BGEG 
CLOSE  1:APPEND#1, (N$) ,D0,U8'CQDF 
GZ=1:G0SUB  191'CHEE 
IF  CA$="!"THEN  231'DGQG 
GOSUB  12'BC0E 

N=N+1:CA$(N)=CA$:SC$ (N)=SC$ 
:SO$(N)=SO$:DA$(N)=DA$:RE$(N)=RE$ 
:AM$ (N)=AM$' INFY 
PRINT  TE$"ADDED [SPACE4] " 
:PRINT  U9'CGUK 

PRINT  TES"[SHFT  A] DD  [SHFT  M] 
ORE  (Y/N) ":GET  KEY  K$ 
: PRINT  RT$K$'EMUR 
IF  K$="Y"THEN  PRINT  CHR$(19> 

224'GKJF 

1:G0T0  74'CEEB 

11:C0L0R  5,3:PRINT  RT$" 

D,SHFT  E,SHFT  L,SHFT  E, 
SHFT  E]  DATA  FROM  FILE  ";N$ 


:GOTO 

CLOSE 

GOSUB 

[SHFT 

SHFT  T 

:C0LOR  5,2'ERJQ 

233  GOSUB  29:IF  E=l  THEN  74 ' EHVF 

234  N=N-1:F0R  D=C  TO  N'FHQI 

235  CA$(D)=CA$(D+1) :SC5{D)=SC$ (D+1) 
:S0$ (D) =S05 (D+1) :DA$ (D) =DA$ (D+1) 
'IFSV 

236  RE${D)=RE$(D+1) :AM$(D)=AM$ (D+1) 
:NEXT  D'FEEO 

237  PRINT  TE$"[SHFT  R] ECORD  [SHFT  D, 
SHFT  E,SHFT  L,SHFT  E,SHFT  T, 
SHFT  E,SHFT  D]": SLEEP  2:WF=1 
:GOTO  74'ENYT 

238  SCNCLR:GOSUB  ll'CDRJ 

239  PRINT  RT$"  [SHFT  U,SHFT  P,SHFT  D, 
SHFT  A, SHFT  T,SHFT  E]  DATA  IN  ": 


COMMODORE  MAGAZINE     87 


128  Users  Only /Tax  Records  128- 


E=l  THEN  74'EHVD 


PRINT 


=  S0$ 


M] 


N$'BGQR 

240  GOSUB  29:IF 

241  GZ=1'BDGC 

242  WINDOW  0,5,5I,21,1:PRINT 
:GOSUB  192'ESWI 

24  3  CA$(C)=CA$:SC$ (C) =SC$ : S0$ (G) 
:DA$(C)=DA$:RE$ (C) =RE$ 
:AM$(C)=AM$'GJPU 

244  PRINT  TE$"[SHFT  D]ATA  [SHFT  U 
PDATED":SLEEP  2:WF=1:G0SUB  11 
:GOTO  74'FQOP 

245  SCNCLR:GOSUB  42'CDVH 

246  PRINT  RT$"  [SHFT  M] 
ERGE  2  EXISTING  FILES  " ' BDWO 

247  PRINT:PRINT" [SHFT  N]AME  [SHFT 
ASTER  FILE  ": LE=10 : GOSUB  278 
:F1$=CS'FQBT 

248  PRINT" [SHFT  N]AME  FILE  TO  MERGE 
WITH  "F19:G0SUB  278 :F29=C$ ' DNCT 

249  PRINT  RT$"(SHFT  F]ILE:  "F1$'BGCM 

250  PRINT"WILL  CONTAIN  ORIGINAL  DATA 
OF  BOTH"' BACK 

251  PRINT  RT$F1$;"  AND  ";F2$'BLMG 

252  PRINT:PRINT  RT$"  [SHFT  I] 

S  THIS  CORRECT  (Y/N/< [SHFT  E, 
SHFT  S,SHFT  C]>)?  "'CEPO 

253  GET  KEY  A$'CCEF 

254  IF  A$=CHR$(27) THEN  260'EJWJ 

255  IF  A$="N"THEN  245'DFAJ 

256  IF  A$<>"Y"THEN  253'EFNK 

257  PRINT"<MERGING  FILES>"'BANM 

258  CONCAT  (F2$) TO (Fl$) ,00 , U8 ' CRFN 

259  GOSUB  16:PRINT  TES'CGGM 

260  GOSUB  13:G0TO  74'CFFE 

261  WINDOW  52,3,78,21,1'BNAG 

262  PRINT" [CMDR  G,SHFT  N]0  '$'  OR 
(SHFT  CJOMMAS  ALLOWED"' BAYM 

263  PRINT  RT$" [SPACE27] "'BDTJ 

264  PRINT" [CMDR  G,SHFT  I, SHFT  N, 
SHFT  C,SHFT  0,SHFT  M,SHFT  E, 
SPACE3] /[SPACE3,SHFT  D,SHFT  E, 
SHFT  DfSHFT  U,SHFT  C,SHFT  T, 
SHFT  I, SHFT  0,SHFT  N]"'BAYU 

265  COLOR  5,3:PRINT  RT$"[SPACE2, 
SHFT  S]UB  [SHFT  CJATEGORY 
[SHFT  SPACE] 1  -  [SHFT  I, SHFT 
SHFT  CfSHFT  0,SHFT  M,SHFT  E, 
SPACE2] "'CHNV 

266  COLOR  5,2:PRINT" [CMDR  G,SHFT 
AGES  [SHFT  FjARM  [SHFT  D]IVIDEND 
[SPACE2,SHFT  0]THER"'CENT 

267  PRINT" [CMDR  G]  [SHFT 
[SPACE2,SHFT  R] ENTAL 
USINESS"'BATS 

268  COLOR  5,3:PRINT  RT$"  [SHFT  S]UB 

[SHFT  CJATEGORY  2-  [SHFT  D,SHFT 
SHFT  D,SHFT  U,SHFT  C,SHFT  T, 
SHFT  I, SHFT  0,SHFT  Nl  "'CHWA 

269  COLOR  5,2:PRINT" [CMDR  G,SHFT 
NTEREST  [SHFT  M] EDICAL  [SHFT 
DUCATION" "CEUW 

270  PRINT" [CMDR  G,SHFT  B]USINESS 
[SHFT  T]AX[SPACE2,SHFT  C] 

ONTRIBUTION"'BAVN 


N, 


W] 


I] NTEREST 
[SHFT  B] 


E, 


I] 
E] 


271  PRINT"  [CMDR    G,SHFT    0]  THER  [SPACE'5  , 
SHFT    R]ETIREMENT    FUND"'BAXM 

272  PRINT" [CMDR    G]"'BAMG 

273  PRINT    RT$" [SPACE6,SHFT    S,SHFT    0, 
SHFT    U,SHFT    R,SHFT    C,SHFT    E] 

(4-20    LETTERS) "'BDAQ 

274  PRINT  RT$" [SPACE3,SHFT  N,SHFT  0,. 
SHFT  T,SHFT  E]/[SHFT  D,SHFT  A, 
SHFT  T,SHFT  E]  (1-20 

LETTERS) "'BDHS 

275  PRINT  RT$"  [SHFT  R,SHFT  E,SHFT  C] 
/[SHFT  R,SHFT  E,SHFT  C,SHFT  E, 
SHFT  I, SHFT  P,SHFT  T] 

(1-20  LETTERS) " ' BDKV 

276  PRINT  RT$"  [SPACE10,SHFT  A, SHFT  yi, 
SHFT  OfSHFT  U,SHFT  N.SHFT  T] 

$12345.78  "'BDIS 

277  GOSUB  10: RETURN 'CDGL 

278  TRAP  298'BDVM 

279  POKE  208,0'BFPN 

280  PRINT  TE$" [RVS] ["; :FOR  X=l  TO  LE 
:PRINT"  ";:NEXT  X: PRINT" .] "U$ ' HQSN 

281  X=1:C$="":PRINT  TAB(X)U$ 
:FOR  X=l  TO  LE+1' IQEO 

282  IF  X<1  THEN  X=1'EESJ 

283  GET  KEY  Q$'CCPJ 

284  IF  POS(0)<1  THEN  PRINT" [RVS] 
[  " TAB ( X )  ' GGWN 

285  IF  Q$=CHR$(13)THEN  FOR  Y=0  TO  LE-X 
:PRINT  RT$CHRS (32)  ;  :NEXT  Y:X=LE 
:GOTO  294'NFFY 

286  IF  Q$=CHR$ (20)THEN  PRINT" [RVS] 

"L$L$"[RVS]    "L$; :X=X-1:NI$ (X) ="" 
:GOTO    282'JDEW 

287  IF    Q$<CHR$(32)0R   Q$>CHR$ (218) OR 
Q$=CHR$ (34)THEN    283 ' KWHW 

288  IF    Q$<CHR$(91)THEN    291'EJTQ 

289  IF    g$>CHR$(192)THEN    291'EKRR 

290  GOTO    282'BDLG 

291  IF    X=LE+1    AND    Q$<>CHRS ( 13 ) THEN 
PRINT    TAB(X)U$:X=X-1'MS0S 

292  IF    Q$>CHR$(20)THEN    NI$ (X) =QS ' FORN 

293  PRINT    TAB(X)CHR$ (18)Q$" [RVS]     "L$; 
: NEXT 'EM AN 

294  PRINT    TE$L$"[RVS]?] [RVOFF]     " 
:F0R   X=0    TO    LE:C$=C$+NI${X) 
:NI$(X)="":NEXT:Q$=""' JHKX 

295  PRINT"C0RRECT     (Y/N)?" 
:GET    KEY    Q$'DDJQ 

296  IF    QS=CHR$(13)THEN    298'EJTP 

297  IF    Q$<>"Y"THEN    PRINT    U$"  [  SPACE:L4] 
"U$U$:G0T0    278'GMPU 

298  IF    FL=1    THEN    GOSUB    ll'EFYQ 

299  RETURN 'BAQO 

300  SCNCLRrPRINT    TES"[SHFT    Q,SHFT    U, 
SHFT    I, SHFT    Tj?"'CEEC 

301  PRINT    TE$"[SHFT    D]0    YOU    NEED    TO 
[SHFT    S,SHFT    A, SHFT    V,SHFT    E] 

CURRENT    FILE?"'BDBK 

302  PRINT    TE$"'Q'     TO     [SHFT    Q]UIT. 
[SHFT    A]NY    OTHER    TO    ESCAPE ."" B3HJ 

303  GET    KEY    A$:IF    A$<>"Q"THEN 
RETURN 'HFUG 

304  FOR   X=0    TO    15:CL0SE   X:NEXT 
:END'GIIG  liND 


88    MARCH  1988 


128  USERS  ONLY 

The  128  Mode 

Hugo 

Explore  the  Commodore  128  in  its 
powerful  native  mode.  Some  of 
the  articles  in  this  column  may  be 
technical,  some  not  so  technical — 
but  we  guarantee  that  they  will 
spark  your  creativity. 

Puppets  have  always  interested  me. 
Ive  done  them  all,  irom  hand  puppets 
to  ventriloquists'  dmnmies  to  maiio- 
nettes.  I  never  was  veiy  good  at  any  of 
them ,  but  there  was  just  something  about 
making  an  inanimate  tiling  come  to  lil'e 
that  I  enjoyed. 

The  accompanying  progi'am.  "Hugo." 
gives  me  (and  you)  the  opportunity  to  per- 
fomi  maiionettes  on  the  computer  moni- 
tor. And  what  makes  this  program  espe- 
cially fun  is  that  not  only  do  the  sprite- 
puppets  come  to  life,  but  they  can  also  be 
forever  preserved  on  \ideotape.  You  can 
do  your  own  sprite  videos. 

Type  in  the  listing  using  the  Magazine 
Entry  Pnjgram  at  the  end  of  this  issue. 
Save  it  before  running  it  the  first  timejust 
in  case  you  crash  it  (which  is  a  real  possi- 
bility with  this  progi'am  due  to  the  ma- 
chine language  subroutine). 

The  Backdiop 

A  real  mai'ionette  operator  hides  above 
the  scene  he  has  designed,  his  hands  clev- 
erly manipulating  sthn^  tied  to  a  crcss- 
piec£.  With  Hugo  the  backdixip  has  al- 
ready been  designed  for  you  I  though  you 
are  cordially  invited  to  re-do  it  any  way 
you  wish):  it  is  an  attractive  residential 
scene. 

You  have  two  mai'ionettes  to  control: 
Hugo  and  Gloria.  You'll  discover  Hugo 
inimediately  upon  iTinning  the  program. 
He's  standing  in  the  low^er  left  quadi-ant  of 
the  screen,  hands  in  pockets,  waiting. 
What's  he  waiting  for?  For  you  to  put  your 
skilled  right  hand  on  the  numeric  keypad 
of  your  128  and  press  some  keys.  Which 
keys?  Here's  a  i-undown: 

1  —  Tlims  Hugo's  head 

2  —  Makes  Hugo  glance  this  way/that 

way 

3  —  Causes  Hugo  to  wave 

4  —  Gets  Hugo  to  walk  to  the  left 


5  — Makes  Hugo  "talk" 

6  —  Gets  Hugo  to  walk  to  the  right 

7  —  Causes  Hugo's  heaitthrob,  Gloria,  to 

appear  in  the  staii*s  window 

8  —  Makes  Gloria  "talk" 

9  —  Tunis  Gloria's  head 

+  —  Moves  Gloria  &X)m  the  upstairs  win- 
dow to  the  front  porch  door 

Gloria,  youi"  second  puppet,  lives  in  the 
house,  and  while  she's  not  as  mobile  as 
Hugo  (she  never  leaves  the  house),  she  is 
the  perfect  foil  for  Hugo.  She's  pretty,  he's 
plain.  She's  \ivacious,  he's  nervous. 

A  skilled  video  marionette  operator  will 
quickly  learn  that  the  best  place  to  place 
the  fingers  are  over  the  4-5-6  keys.  This 
way  he  can  easily  reach  down  to  get  Hugo 
to  do  funny  things  or  up  for  Gloria's 
speeches.  Once  the  screen  is  ready  it's  up 
to  you  to  create  a  patter,  a  dialog,  a  script. 
Something  like  this  will  do:  | 

Hugo:  (looks  side  to  side  before  speaking — 
key  1)  Why  did  I  come  here?  (He  pauses 
andglatu:es  off— key  2)  Gloria'll  never  go 
out  with  me.  I'm  just  a  very  ordinary 
sprite  with  one  veiy  large  head,  one  very 
small  body  and  very  limited  mobility.  Oh 
sure,  I  can  walk  to  the  right.  (He  walks  to 
the  right  two  steps— key  6).  And  I  can  walk 
to  the  left.  (He  walks  to  the  left  two  steps- 
key  4).  But  big  hairy  deal.  Even  a  cursor 


by  Mark  Jordan 


can  do  that.  (He  pauses  again  and  glances 
around— k^  2)  Well,  it's  true,  1  can  glance 
around.  And  I  can  wave,  too.  Let's  see  a 
cursor  do  that,  (He  waves— key  3)  But  I 
can't  delete  characters,  I  can't  go  to  the 
home  position.  Let's  face  it,  I'm  about  as 
interesting  as  text.  Fm  leaving.  I  just  hope 
Gloria  didn't  see  me. 
(He  turns  and  begins  to  exit  left— key  4. 
Then  Gloria  appears  in  the  upper  win- 
dow—key 7.  She  speaks— key  8) 
Gloria;  Hugo!  Don't  leave. 
Hugo:  (looks  back  to  the  right— key  1. 
Glances  back  at  you— key  2  j  She  speaks. 
Oh,  speak  again  bright  sprite. 
Gloria:  Hugo,  that  was  Shakespeare. 
Hugo:  I  knew  I  heard  that  somewhere. 
Gloria:  That's  very  romantic  of  you.  Did 
you  know  he  once  mentioned  sprites  in 
one  of  his  plays? 
Hugo:  No.  Which  one? 
Gloria:  I  don't  know  for  sure.  What're  you 
doing? 

Hugo:  Oh,  I  don't  know.  Just  hanging 
around,  I  guess. 

Gloria:  Could  you  hang  around  a  little 
closer?  I  can  barely  hear  you.  (Hugo  walks 
several  paces  to  the  right— key  6.  Gloria 
turns  toward  him  —key  9) 
Hugo:  Is  this  close  enough? 
Gloria:  Why  don't  you  just  come  up  on  the 
porch?  (He  walks  up  the  steps  and  onto  the 
porch— key  6.  Gloria  appears  at  the  door— 
+  key) 

Gloria:  Well. 
Hugo:  Uh. 

Gloria:  Yes,  Hugo?  (she  turns  her  head- 
key  9— and  whispers!  This  is  one  shy 
sprite. 

Hugo:  (he  glances  toward  you— key  3) 
What  do  I  do  next? 

(A  voice— yours,  of  course— says  in  a  bold, 
strong  way,  "Just  ask  if  she'd  like  logo  on 
a  raster-ride  with  you.  Go  on.") 
Hugo:  Well,  here  goes  nothing.  (He  looks 
back  at  Gloria— key  1)  Gloria,  would  you 
like  to  take  a  raster-ride  with  me  Friday 
night? 

Gloria:  rd  love  to,  Hugo.  Maybe  we  could 
go  off-screen  and  explore  the  bottom  of  the 
monitor  together. 

Hugo:  (looks  at  you— key  2)  She  said 
"Yes."  (He  looks  back  at  Glona.l  Great. 
See  you  then.  (He  turns  and  begins  to 
walk  (^screen.  When  he's  almost  off- 
screen he  turns  to  you  again  and  says)  I 
got  a  date!  Eat  that,  Cursor. 

Now  remember  what  I  said,  this  is  just  a 


COMMODORE  M/CAZINE    89 


128  Users  Only/ 128  Mode 

suggestion,  an  idea,  to  get  your  creative 
juices  flowing.  The  real  benefit  of  using  a 
program  like  Hugo  is  that  you  can  do 
some  truly  creative  things.  But  I  do  be- 
lieve if  you  want  to  produce  a  scene  that  is 
worth  showing  to  others,  you  need  to  write 
the  script  down.  And  practice  it.  Yes,  sad 
to  say,  this  horrible  ingredient  is  the  key 
to  success.  Even  a  computer  can't  ehmi- 
nate  this  step. 

Once  you're  good  enough  to  make  sure 
your  characters'  mouths  match  their 
words,  it's  time  to  videotape  it. 

How  to  Hook  Up  to  Your  VCR 

lb  i-ecord  youi'  interactive  video,  you'll 
need  three  items  beyond  yourself  and 
your  computer:  a  DIN  cable  to  send  the 
composite  video  signal  to  the  VCR,  a  mi- 
crophone with  a  male  RCA  jack  on  the 
end  and  a  VCR. 

The  first  of  these  items,  the  DIN  plug, 
you  may  already  ha\^e.  If  you've  been  us- 
ing a  composite  %ideo  monitor  (such  as  the 
old  1702  or  newer  1802 1  you  should  have 
the  proper  cord  already.  Its  the  one  with 
two  wires  coniing  from  one  end.  If  you  lack 
this,  you  can  purchase  such  a  cable  from 
any  video  store.  Some  have  four  wires 
coming  out  of  the  cable — this  will  work 
fine.  You  should  try  to  get  a  cable  six  feet 
long  or  longer. 

You  may  be  able  to  get  by  running  the 
RF  wire  into  your  VCR's  VHF  tenninals 
(via  the  little  switch  box  that  came  with 
your  computer),  but  the  video  quality  will 
suffer.  A  composite  video  feed  is  much  pre- 
ferred. 

As  for  the  microphone,  any  microphone 
will  do.  The  trick  is  to  get  it  to  plug  into 
your  VCR.  If  you're  lucky,  the  microphone 


you  have  laying  in  some  drawer  some- 
where just  so  happens  to  terminate  in  an 
RCA  jack.  If  you're  not  as  lucky,  you  will 
need  to  go  the  Radio  Shack  store  (or  what- 
ever store  carries  \'ideo  supplies!  and  take 
your  mike  with  you.  Then  find  the  adapt- 
or that  will  allow  an  RCA  jack  fitting  on 
the  end. 

Any  VCR  will  do,  because  they  all  have 
video-  and  audio-in  plugs.  Sometimes 
they're  on  the  front,  sometimes  on  the 
back. 

Now  plug  the  video  cable  into  the  back 
of  your  128  video  plug.  Move  your  VCR 
close  enough  to  the  computer  to  plug  the 
composite  video  plug  into  the  video-in  slot 
on  your  VCR.  Which  one  is  that?  You  may 
have  to  experiment  to  find  out.  Leave  the 
other  wii-eist  dangling. 

Next  plug  the  mike  into  the  audio-in  of 
your  VCR.  You  are  now  ready  to  do  take  1. 

Load  "Hugo"  into  voui- 128  and  run  it. 
Place  the  VCR  in  RECORD  mode,  setting 
it  on  PAUSE  from  the  start.  Sit  in  your  fa- 
vorite computer  chair.  Set  your  script  in 
front  of  you.  Place  the  mike  in  your  left 
hand,  Place  your  right  hand  over  the  nu- 
meric keypad.  Thke  a  deep  breath.  Lean 
over  and  I'elease  the  PAUSE. 

The  Three  Steps  of  Sprite  Dramas 

Begin. 

Continue. 

Finish. 

There — you're  finished.  Rewind  your 
VCR  and  watch  your  show.  It  wasn't  that 
bad,  now  was  it?  It  wasn't  that  good,  ei- 
ther So  do  it  again.  And  again.  And 
again. 

Just  in  case  you  haven't  done  much  per- 
forming, particularly  comedy  performing, 
you  mil  find,  after  a  dozen  or  so  takes, 


that  the  jokes  seem  to  have  gotten  very 
unfurmy.  You  may  decide  that  yoiu-  script 
is  terrible. 

Don't.  At  least  not  yet.  Call  in  husband, 
wife,  mother,  father,  sister,  brother,  neigh- 
bor, or  whoever  and  let  them  view  it  once. 
Note  their  response.  This  does  not  mean 
what  they  say  after  it's  done,  because  that 
response  is  filtered.  Note  how  they  watch 
the  scene.  If  they  laugh,  that's  a  g(Kxi  sign. 
If  they  begin  to  look  around  the  n»m  and 
ask  how  much  longer  it  will  last,  that's  a 
bad  sign. 

Once  you've  run  Hugo  I  hope  your  ap- 
petite is  whetted  for  some  true  video  pup- 
pet shows.  Who  knows,  you  may  design  a 
video  that  gets  on  TV  someday 

An  ML  Sprite  FHpper 

Buried  within  Hugo's  code  is  a  handy 
little  machine  language  subroutine  that 
you  may  want  to  incorporate  in  other  pro- 
grams you  are  writing.  What  it  does  is  flip 
a  sprite,  instantaneously,  fix)m  lefl.  to 
right.  That  is,  it  will  do  a  mirror-rE'verse  of 
whatever  sprite  you  choose.  And  it's  very 
convenient  to  use. 

Tb  begin,  you'll  need  to  read  the  data  in 
lines  485-525  into  memory  locations  2816- 
2884.  Line  20  of  Hugo  does  the  work. 

'lb  use  this  routine  all  you  need  to  do  is 
include  a  SYS  2816„SN,0  whenever  you 
wish  to  flip  a  sprite.  Of  course,  the  SN  is 
the  sprite  number  ( l-8l  that  vou  wish  to 
flip. 

What  could  be  easier?  TVy  it.  You'll  find 
the  ability  to  flip  sprites  can  add  a  new  di- 
mension to  your  sprites.  Now  when  you 
want  a  sprite  to  go  left,  flip  it  into  left  posi- 
tion. When  it's  time  to  go  right,  do  a  right 
flip.  Sprite  flipping  is  more  fiin  then 
watching  WWF  wTestling.  g 


Bcfiirv  typing  this  pn^gram.  read  licm-  hi  l-nti'f  Fnigrams"  md  "[|u\\  ii»  ISu  the  M}g27:int 
Emn  i^ro^ram  "The  B.ASIC.  pn>^r3nis  in  thiv  mi)ji/-ini-  arc  J^Jltahlt.-  iMi  di-,k  fnim  Loadstar. 
P.O.  Iliis  3(iniW.  Sllrcvcport.  U  -llllldlJir.  I  «lll)-«5l  2(i>}-i, 


Hugo 


10 

15 

20 

25 

30 

35 
40 


45 
50 


16 


FASTrCOLOR    0,16:COLOR    4, 

:DIM    SPS(16) 'ETUE 

FOR  T=0  TO  63:POKE  3584+T, 0 :NEXT 

rSPRSAV  1,S$ 'HTKK 

FOR  T=0  TO  68: READ  A$ 

tPOKE  T-^2816,DEC(A$)  :NEXT' ITDG 

FOR  K=0  TO  7:READ  A, B : A=A+ ( K*64 ) 

:B=B+ (K*64) ' KXRO 

FOR  T=A  TO  B:READ  A$ 

:POKE  3584+T, DEC{A$) :NEXT' ISEH 

READ  S,P:SPRSAV  S,P'CIOH 

J=K+1:SPRSAV  J,SP$(J):SYS  2816,, J, 0 

rSPRSAV  J,SP$(J+8) :SYS  2816,, J, 

0'HTHO 

NEXT:SPRSAV  S$,3'CGPH 

FOR  K=0  TO  3:READ  A, B : A=A+ ( K*64 ) 


:B=B-i-(K*64)  '  KXNM 
55  FOR  T=A  TO  B:READ  A$ 

:POKE  3584+T, DEC{A$) :NEXT' ISEO 
60  READ  S,P:SPRSAV  S , P : NEXT ' DJVG 
65  GRAPHIC  1,1:DIR=9:HD=1 'DMZM 
70  MOVSPR  1,29,160:MOVSPR  2,23,181 

:MOVSPR  4,207,78:MOVSPR  3,208, 

99 ' EOCN 
75  SPRSAV  1,SPS (15) :SPRSAV  2, 

SP$(16) 'CVAO 
80  FOR  T=5  TO  8:READ  X,Y,C:SPRSAV  4,T 

:SPRITE  T,1,C,0,1,1:MOVSPR  T,X,Y 

:NEXT' IKOR 
85    SPRSAV    SP$ (9) , 1:SPRSAV    SP$(12), 

2 'CUHO 
90    SPRITE    1,1,1,1:SPRITE    2  , 1 ,  1 , 1 'CRtiJ 
95    COLOR    1,2:F0R    T=0    TO    60    STEP    5 

: BOX    1,160,T,319,T+3,0,1 : NEXT ' lEUV 
100    FOR    T=144    TO    320    STEP    56 

:BOX    1,T,88,T+7,136,0,1:NEXT'HDHF 


90     MARCH  1988 


128  Users  Only /1 28  Mode - 


105  COLOR  1,8:B0X  1,184,16,207,55,0,1 

:BOX  1,272,16,295,55,0,1'DSXK 
110  COLOR  0,15:BOX  0,225, 88, 254, 135, ,1 

:COLOR  0,16:COLOR  1,2 

:BOX  1,144, 120, 319, 122, 0,1'FFRL 
115  COLOR  1,8:B0X  1,228,90,252,117,, 

I'CXFH 
120  COLOR  1,7:DRAW  1,160,64  TO  120, 

87  TO  320,87:PAINT  1 , 160 , 70 ' FIFH 
125  COLOR  l,3:BR=143:FOR  1=136  TO  151 

STEP  4:F0R  T=BR  TO  319  STEP  8 ' KB JO 
130  BOX  1,T,I,T+6,I+2,0,1;NEXT:BR=BR~8 

:NEXT'HXXH 
135  COLOR  1,6:F0R  T=19  TO  24 

:CHAR  1,0,T,"[SPACE40] ",1 

:NEXT'GTBQ 
140  SPRSAV  8,A$:F0R  T=l  TO  7 

:READ  X,Y,C:COLOR  1,C 

:GSHAPE  A$ ,X , Y , 2 :NEXT ' lEDL 
145  WIDTH  2:C0L0R  0 , 1 2 : X=5 ' DKOI 
150  FOR  HU=0  TO  1 ' DEMC 
155  DRAW  0,70+X,160+X  TO  68+X,190+X 

:DRAW  0, 100+X,160+X  TO  98+X,190+X 

:DRAW  0,69+X,175+X  TO  99+X, 

175+X'SHAF 
160  DRAW  0,120+X, 160+X  TO  118+X, 

190+X  TO  148+X,190+X  TO  I50+X, 

160+X'MNYR 
165  DRAW  0,200+X, 160+X  TO  170+X, 

160+X  TO  16e+X, 190+X  TO  198+X, 

190+X  TO  199+X,175+X  TO  189+X, 

175+X'SGYF 
170  DRAW  0,220+X, 160+X  TO  218+X, 

190+X  TO  248+X, 190+X  TO  250+X, 

160+X  TO  220+X, 160+X' PWCW 
175  COLOR  0,7:X=0:NEXT'DHTK 
180  SLOW'BBKE 
190  DO'BAJE 
195  GET  KEY  A$:IF  A$="+"THEN  GOSUB  480 

:GOTO  195'HMGQ 
200  A=VAL(A$):IF  A<1  OR  A>10  THEN 

195 'HOKD 
205  ON  A  GOSUB  360,380,40  5,225,280, 

305,430,455,435'CLOJ 
210  POKE  208,0'BFPX 
215  LOOP'BAKC 

225  IF  RSPPOS (2,0) <5  THEN  RETURN ' FHOH 
230  IF  DIR=9  THEN  SPRSAV  SP$  (1)  , 1 : HD  =  0 

:MOVSPR  1, RSPPOS (2, 0)-6 ,+0 'JFUL 
235  DIR=1:M0VSPR  l,-4,+l 

:MOVSPR  2,-4,+0'HSOM 
240  R=RSPPOS (2,0) : IF  R=155  OR  R=147 

OR  R=139  OR  R=131  THEN  MOVSPR  1, 

+0,+4:MOVSPR  2,+0,+4'RMLT 
245  SPRSAV  SP$ (5) ,2:S0UND  1,100,1'CREK 
250  FOR  1=1  TO  75:NEXT'EFUE 
255  SPRSAV  SP$(4) ,2'BJOI 
260  MOVSPR  l,-4,-l:M0VSPR  2,-4,+0'GNAI 
265  FOR  1=1  TO  100 : NEXT ' EGHK 
270  RETURN 'BAQD 
280  SPRSAV  SP$(1+DI) ,1'CLPH 
285  IF  PEEK(212)<>88  THEN  285'FKBO 
290  SPRSAV  SP$(0+DI) ,1'CLOI 
29  5  RETURN 'BAQK 
305  IF  RSPPOS (2, 0)>215  THEN 


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COMMODORE  MAGAZINE    91 


128  Users  Only/ 128  Mode  — 

RETURN 'FJLG 
310  IF  DIR=1  THEN 

IMOVSPR  1,RSP 
315  DIR=9:M0VSPR 

:MOVSPR  2, +4, 
320  R=RSPPOS (2,0) 

OR  R=139  OR  R 

+0,-4:MOVSPR 
325  SPRSAV  SP$(13 

I'CSBJ 
330  FOR  1=1  TO  75 
335  SPRSAV  SP$(12 
340  MOVSPR  l,+4,- 
345  FOR  1=1  TO  10 
350  RETURN 'BAQC 
360  IF  HD=0  THEN 

:MOVSPR  1,RSP 

:DI=9:RETURN' 
365  SPRSAV  SP$ (1) 

0)-5,+0:HD=0: 
370  RETURN 'BAQE 
380  SPRSAV  SP$(2+ 
385  IF  PEEK(212) < 
390  SPRSAV  SP$(0+ 
395  RETURN 'BAQL 
405  SPRSAV  SP$  (5  +  : 
410  IF  PEEK(212)< 
415  SPRSAV  SPS (3+ 
420  RETURN 'BAQA 
430  S1=7:G0T0  440 
435  S1=15'BEFH 
440  SPRSAV  SP$ (SI 

:SPRITE  3,1,1 
445  RETURN'BAQH 
455  SPRSAV  SP$ (SI 
460  IF  PEEK(212)< 
465  SPRSAV  SP$ (SI 
470  RETURN 'BAQF 
480  MOVSPR  4,253, 

: RETURN ' DWDM 
485  DATA  A9,0E,85 
490  DATA  CA,F0,0C 
495  DATA  90,F6,E6 
500  DATA  38,0B,8D 
505  DATA  0B,91,FB 
510  DATA  88,91,FB 
515  DATA  91,FB,C8 
520  DATA  A2,08,B1 
525  DATA  D0,FA,A5 
535  DATA  00,6  3,30 

FE'BEYN 
540  DATA  C0,3F,F3 
545  DATA  07,FE,10 
550  DATA  05,58,4E 
555  DATA  7C, 08,00 
560  DATA  00,10,00 
565  DATA  00,42,20 
570  DATA  10,00,08 

2'BCLL 
580  DATA  46,63,78 

20,00,22'BKOO 
585  DATA  10,00,1C 

3'BCCR 
595  DATA  27,31,01 
605  DATA  00,63,07 

E0'BEVL 


610 

DATA  10, 

SPRSAV  SP$(9) ,1:HD=1 

615 

DATA  81, 

POS {2,0)+6,+0' JFUK 

620 

DATA  49, 

l,+4,+l 

:   625 

DATA  B0, 

+0'HSBL 

'   630 

DATA  7E, 

:1F  R=155  OR  R=147 

:   635 

DATA  3C, 

=131  THEN  MOVSPR  1, 

640 

DATA  00, 

2, +0,-4 'RMNS 

5 ' BCVJ 

)  ,2:S0UND  1,100, 

650 

DATA  30, 

655 

DATA  B0, 

:NEXT'EFUD 

660 

DATA  FE, 

) ,2'BKLH 

665 

DATA  03, 

1:M0VSPR  2,+4,+0'GNXH 

670 

DATA  00, 

0:NEXT'EGHJ 

6'BCJM 

680 

DATA  00, 

SPRSAV  SP$  (9)  ,1 

E0 'BECO 

POS (2,0)+5,+0:HD=l 

685 

DATA  29, 

LJHR 

690 

DATA  81, 

,1:M0VSPR  1,RSPP0S(2, 

695 

DATA  49, 

DI=1 'HFMT 

700 

DATA  00, 

710 

DATA  00, 

DI) ,1'CLOI 

FF'BEVI 

>8a  THEN  385'FKCP 

715 

DATA  C0, 

DI) ,1'CLOJ 

720 

DATA  FF, 

725 

DATA  76, 

DI) ,2'CLUG 

730 

DATA  FE, 

>38  THEN  410'FKQE 

735 

DATA  01, 

DI)  ,2'CLSH 

740 

DATA  00, 

745 

DATA  FE, 

'CHYD 

8 'BCSQ 

755 

DATA  45, 

) ,4:SPRITE  4,1,1 

760 

DATA  0E, 

'DYEJ 

765 

DATA  FE, 
7 'BCNS 

+  1)  ,4  'CLJL 

775 

DATA  00, 

>88  THEN  460'FKVJ 

FF'BEWT 

) ,4'BKQM 

780 

DATA  E0, 

785 

DATA  FF, 

140:MOVSPR  3,252,161 

790 

DATA  3F, 

795 

DATA  FC, 

,FC,A9,00,8  5,FB'BXGQ 

800 

DATA  00, 

, 18,69,40,35,FB'BXJM 

805 

DATA  F8, 

,FC,4C,08,0B,20'BXHR 

810 

DATA  FC, 

,FF,0B,C8,20,38'BXKE 

2 'BCYJ 

,C8,20,38,0B,88 'BXSJ 

820 

DATA  52, 

,C8,C8,AD,FF,0B'BXUF 

825 

DATA  FC, 

,C0,3F,90,E0,60'BX1K 

830 

DATA  0,2 

,FB,4A,26,FD,CA'BXTG 

49'BDML 

,FD,60'BOWJ 

835 

DATA  FC, 

,F0,00,7F,FF,00,7F, 

840 

DATA  8F, 

850 

DATA  00, 

,F8,10,07,FC,10'BXAI 

7F'BE0N 

,03,1E,0E,63,4E'BXHN 

855 

DATA  F4, 

,02,20,1C,04,00'BXDI 

860 

DATA  B7, 

,38,08,40,18,07'BXAO 

865 

DATA  3E, 

,80,10,0a,71,20'BXCJ 

870 

DATA  DB, 

,00,44,20,00,38'BXLO 

875 

DATA  CC, 

,10,00,08,08,0F,1, 

880 

DATA  00, 

885 

DATA  00, 

, 20, 00, 30, A0, 00, 21, 

3'BCNU 

890 

DATA  20, 

,10,00,08,08,00,1, 

10,  85,9 

895 

DATA  5,1 

,10,1C,04,00,1,1'BYMS 

110,0,6 

, IF, 80, 09, EC, 60, 10, 

6'BEHB 

20, 80, 08, 28, 01, 84, 48 'BXLF 

4 2, 4 8, 01, 22, 48, 81, 22 'BXOK 

83,44,26,6F,88,2F,F9'BXPH 

1F,E8,C0,0F,FF,00,1F'BXEM 

.  00,1F,7E,00,3E,FC,00'BXUI 

,F8,00,3E,F8,00,1F,7C'BXGN 

.  17 , 2E , 00 , 7E , FE , 00 , 00  ,  4 , 

63,1F,F9'BLAH 
0F,E8,C0,0F,7F,00,0E'BXLP 
00,0D,FC,00,0  7,F8,00' BXRL 
EC,00,01,EC,00,01,F3 'BXQQ 
03, 70, 00, 07, F0, 00, 00, 4, 

37, 07,  IF,  06, 09, EC, DB, 10, 

20,8  0,11,2B,01,3A,48'BXXR 
26,48,01,44,48,81,04'BXUN 
82,8  8,26,6E,70,2F,FF'BXAT 
1F,EF,00,0F,FB,4,4'BVHF 
63,  00,  EC, 00, 03, FE, 00, 07, 

1F,DF,A0,3F,FF,F0,7F"BXWM 
FC,DF,FF,FA,DF,FF,FE'BXKJ 
0F,F6,7F,07,E8,3E,07'BXKN 
00, 0 3, BE, 3 6, 0 3, FF, 10 'BXSJ 
FB,20,01,F5,18,04,F3'BXKO 
0C,EF,0E,07,BE,00,13' BXJK 
04,61,FC,03,90,FC,00,7, 

63,10,04,F3'BOQO 

0C,EF,01,07,BE,06,13'BXQM 

00,61,FC,03,90,FC,00,7, 

63 , 00 , EE , 00 , 03 , FF , 80 , 0F , 

1F,DF,B0,1F,FF,F8,1F'3XAO 
FC,5F,FF,FC,7F,FF,FC'  :3XMT 
6E,FE,1F,FD,EE,39,F9':3XVP 
7  8,01,FC,7B,30,FE,70':3XCU 
FA,71,00,FC,79,80,FC'3XEH 
01,EE,F9,E6,D8,7C,07':3XSM 
3E,1B,F8,19,E0,E0,00,1, 

61,F6,D8,7C,E7'BRBI 

3E,0B,F8,19,F0,1,1'BVIN 
0,03,83,00,0E,85,F0,3;3, 

7E,33,FE,FF,07,FF,FF'3XIP 
FF,FF,FF,FF,1,1'BSEK 
63, 00, DA, 30, IE, 6F, 78, 3B, 

5D,B6,F6,FF,FF,CD,7B'BXGR 
76,7F,FE,FE,1B,BF,EA<BXBN 
FB,E9,3  4,DF,7E,FF,E2'BXOS 
7D,BF,66,1F,DF,FB,2D']3XU0 
B6,00,3E,00,00,1E,00'BXJT 
1E,00,00,1E,00,00,1E'BXXO 
00, IE, 00, 00, 3F, 00, 00, 3, 

110,6,    50,115,3,    125,80, 

8,8 'BKES 

5,6,    30,4,3,    75,10,10, 

,    133,20,8,    0,33,9,    40,27, 

END 


92     MARCH  1988 


128  USERS  ONLY- 


by  lan  Adam 


Mathematical 
Art  Forms  in 
BASIC  7.0 


Have  you  noticed  how  the  patterns 
that  shape  nature  pay  no  respect  to 
size?  The  humble  housefly,  when  exam- 
ined under  an  electron  microscope,  shows 
an  amazingly  complex  level  of  detail.  The 
configuration  of  our  solar  system,  with 
smaller  bodies  orbiting  around  larger 
ones,  is  similar  to  the  way  that  stare  and 
star  clusters  orbit  the  center  of  the  galaxy. 
And,  although  we  can't  be  certain,  we  ap- 
ply much  the  same  model  at  the  smallest 
level,  to  electrons  orbiting  the  nucleus  of 
the  atom.  For  many  items  in  nature,  the 
same  patterns  recur  at  many  levels— just 
think  of  a  tree,  whose  branching  structure 
is  repeated  from  the  trunk  to  the  smallest 
twigs,  and  even  into  the  roots. 

Handling  such  complexity  can  be  a 
challenge  for  computers,  which  typically 
represent  reality  with  simplified  models, 
black  and  white,  bits  and  bytes.  Tbo  much 


detail  tends  to  clutter  issues  and  slow 
down  the  processing. 

However,  there  has  been  considerable 
interest  in  recent  years  in  the  mathemat- 
ical concept  of  fractals.  These  are  families 
of  mathematical  "curves"  in  which  the 
shape  of  each  element  resembles  the 
shape  of  the  whole;  when  one  examines 


the  curve  in  greater  levels  of  detail,  the 
same  patterns  repeat.  This  important 
property  is  known  as  "self-similaritj'." 

The  beauty  of  fractals  is  that  they  can 
be  constructed  on  demand  from  veiy  sim- 
ple rules  using  ref)etitive  procedures  to 
build  up  their  complex  shapes.  In  this  re- 
spect, fractals  are  much  like  the  natural 
processes  they  seek  to  represent,  which 
are  also  generally  created  by  simple  rela- 
tionships. And  when  it  comes  to  repetitive 
procedures,  computers  are  ideal!  Thus, 
computers  and  fractals  make  an  excellent 
combination — with  a  computer's  attention 
to  detail,  a  simple  rule  that  is  easy  to  pro- 
gram and  requires  little  memor>'  can  be 
used  to  simulate  many  natural  phenom- 
ena and  to  build  up  complex  graphic 
images. 

Fractals  on  the  128 

The  accompanying  program  will  allow 
you  to  graph  a  number  of  different  fractal 
"curves"  on  the  128.  You  can  plot  them  at 
different  levels  of  detail  to  give  a  better 
understanding  of  the  concept  "self-simi- 
larity." B 


Before  ti'ptiij!  Ihis  jifuscam,  rt-ad  "llmv  In  Knu-r  PnijjraniS"  mil  "Hiiw  iii  i'ic  Ihc  Majsjzinc 
Enm  Pru((raiii '  The  lUSIC  ]ir(i(irims  in  Ihis  mapzinc  irc  ivaiiahk'  on  di^k  frnm  Ln]d>lar. 
P.O.  Box  <i)IXJ8. Shrcvcpon.  U  -n.^nOIKI-.  |.«l«)-831-269-i. 

Fractals  128 

PRINT" [CLEAR] " ' BATV 
PRINT" [SPACE4] FRACTALS "'BAMY 
PRINT" [SPACE21F0R  THE  C128"'BAAA 
PRINT 'BACX 
PRINT'BACA 

GOSUB  700,  VARIABLES'BNHF 
DO:REM  ***   MAIN  CONTROL  LOOP 
*** 'CWWD 

GRAPHIC  0:TRAP  220'CFDA 
CHAR,0,22'BFDA 

INPUT"WHICH  PATTERN  #";A$'BDMF 
A=INSTR("PQSV",A$) ' CGVE 
IF  A  THEN  ON  A  GOSUB  2200,1200, 
1600,1700:LOOP'FWUJ 
CH=VAL{A$) : IF  CH=0  OR  CH>20  THEN 
LOOP' lOCM 

S=S(CH) :K=K(CH} :V=V(CH) 'DUGM 
FOR  8=1  TO  K:P(B)=T(CH,B) 
:NEXT'FQOD 

COLOR  1,(CH  AND  5)-l-4'DIAB 
L=INT(LOG{301)/LOG(S) ) ' FLCF 
PRINT"GENERATION  0  TO"L'BBPF 
INPUT"WHICH  GENERATION  (A  FOR 
ALL) ";A$'BDJK 

A=VAL(A$):IF  A>L  THEN  LOOP'GIEK 
B=A:IF  A$="A"  THEN  B=L'FHHK 
FOR  A=A  TO  B'DDEA 
D=90:REM  START  DIRECTION ' CSLF 
L=300:REM  LENGTH 'CLCE 


100 

110 

120 

130 

150 

170 

200 

220 

230 

240 

250 

260 

280 

290 

300 

310 

330 

340 

350 

370 

380 

400 

410 

420 

430  MN=(L+1)/S"A:REM  CUTOFF 

LENGTH 'FVGK 
440  GRAPHIC  1,1:L0CATE  10,V'CIKF 
450  GOSUB  500,  DRAW'CEAF 
460  CHAR, 18,0, "FRACTAL:  "+N$ {CH) ' CMI K 
470  CHAR, 18,1, "GENERATION 

:  "+STR$ (A) 'DJDM 
480  NEXT:GET  KEY  A$:LOOP'EEYJ 
490  REM  ***   RECURSIVE  DRAWING 

ROUTINE   ***'BEQP 
500  IF  L<MN  THEN  DRAW  TO  L;D 

: RETURN 'GHGE 
520  L=L/S:REM  1  LEVEL  DEEPER'DQMH 
530  G(L)=1'BFXD 

540  D=FN  D(D+PCG(L) ) ) :GOSUB  500'EQEI 
550  G(L)=G{L)-(-l:IF  G(L)<=K  THEN 

540'GSML 
560  L=L*S'CDWH 
570  RETURN 'BAQG 

680  REM  ***   SUBROUTINES   ***'BRMM 
700  FAST:L=20:C=360:REM  STARTUP'ESDI 
710  COLOR  0,1:GRAPHIC  I'CFNE 
720  DEF  FN  D ( K) =K+C* (K>C) ' GKOJ 
730  GOSUB  2000, FOR  PRINT  ER'DHSH 
740  GOSUB  1500, FOR  EXTRA  RAM'CNYJ 
750  DIM  A$,CH,V,XI,G(320) ,P(L) ,S(L) , 

N$(L),T(L,L),K(L),V(L) ' BAER 
800  GRAPHIC  0:REM  EMBER  PATTERNS :' CQLH 
810  PRINT"PATTERNS  AVAILABLE:" 

:PRINT'CBBJ 
820  FOR  A=l  TO  20'DEUG 
830  READ  K(A):IF  K(A)=0  THEN  950'ENTK 


COMMODORE  MflSAZINE    93 


128  Users  Only/Mathematical  Art  Forms' 


840  READ  S(A) ,V(A) ,N$(A) 'BPAJ 

850  IF  A=il  THEN  K=19 :CHAR, 0 , 8 ' FLYM 

860  PRINT  TAB(K)A  TAB ( K+5 ) N$ ( A) ' ELJM 

880  FOR  B=l  TO  K(A):READ  A$ ' EJBO 

890  TCA,B)=VAL(A$) 'CKDO 

900  IF  A$="R"  THEN  T ( A, B) =90 ' EKLI 

910  IF  A$="L"  THEN  T ( A , B) =270 ' ELCJ 

920  NEXT'BAEF 

940  NEXT'BAEH 

950  REM'BARI 

1000  CHAR,0,19'BFJT 

1010  PRINT"  P[SPACE3]T0  PRINT 

IMAGE" 'BAWY 
1020  PRINT"  Q[SPACE3]T0  QUIT""BASX 
1030  PRINT  CHR$(27) "M":SLOW'DGWY 
1040  IF  XM=0  THEN  RETURN ' EDUA 
1060  CHAR, 20, 18,"  EXPANSION  RAM 

:  ",1'BJYF 
1070  CHAR, 20, 19,"  S [SPACE3 ] STASH  # 

[SPACE4,LEFT4] "+STR$ (XI) , 1 ' DNHK 
1080  CHAR, 20, 20,"  V[SPACE3]T0  VIEW 

[SPACE4] ",1'BJXG 
1090  RETURN 'BAQC 

1200  SCNCLR:PRINT  CHR$ ( 27 ) "L" ' DFLX 
1210  END'BACV 

1480  REM  EXPANSION  RAM  ROUT INES ' BUGL 
1500  X=8192:MN=57088:REM  STARTUP'DVIF 
1510  FETCH  X,X,0,0'BIDB 
1520  A=PEEK(MN) :B=PEEK(MN) 'ELYF 
1530  IF  A=B  THEN  XM=0 : RETURN ' FGGF 
1540  XM=128+24*(B  AND  16)'EMLH 
1550  RETURN 'BAQD 
1600  GRAPHIC  1:REM  STASH'CHPC 
1610  STASH  X,X,X*(XI  AND  7),XI/8'EPDG 
1620  XI=XI-(XI<XM/8) 'ELFG 
1630  GRAPHIC  0'BBOD 
1640  CHAR,32,19,STR$ (XI) ,1'CNTH 
1650  RETURN 'BAQE 
1700  GOSUB  1850'BEPB 
1710  PRINT"EXPANSION  RAM, 

ROOM  F0R"XM/8"IMAGES."'CDCL 
1720  IF  XI*XM=0  THEN  INPUT"N0  IMAGES 

:  PRESS  RETURN" ;A$: GOTO  1850 "GNQP 
1730  PR1NT"Y0U  HAVE  IMAGES  0 

T0"XI-1"IN  RAM'"CDKL 

GRAPHIC  0:CHAR,0,24'CHWI 

GRAPHIC  2, ,22'BFDH 

INPUT"WHICH  IMAGE  (-1  TO  QUIT)"; 

A'BCAO 

IF  A<0  OR  A>=XI  THEN  1350'GJZO 

FETCH  X,X,X*(A  AND  7),A/8'ENT0 

GRAPHIC  1:SLEEP  I'CEFD 

GOTO  1750 'BEKD 

GRAPHIC  0:CHAR,0,22, 

CHR$(27)+CHR$ (64) :RETURN'GRFN 

REM  ***   PRINTER  DUMP   ***'BRDO 

FOR  D=2900  TO  2981'DJKW 

READ  S:POKE  D,S'CFJW 

NEXT'BAEV 

RETURN 'BAQW 

DATA  160,32,132,251,160,0,132, 

250,160,25,132,252,160,0,185,157, 

11,32,210'BRPI 
2110  DATA  255,200,192,9,208,245,160, 

40,132,253,160,7,177,250,162,7, 


1750 

1760 

1770 

1780 

1790 

1800 

1810 

1850 

1980 

2000 

2010 

2020 

2030 

2100 

2120 
2130 

2140 

2150 
2160 

2200 

2210 

2220 
2230 
2240 
2250 
2260 
2970 

2980 

3000 

3010 

3020 

3040 
3050 
3070 
3080 


3100 
3110 
3130 
3140 
3160 
3170 
3190 
3200 
3220 
3230 
3250 
3260 
3280 
3290 
3310 
3320 
3340 
3350 
3370 
3380 
3400 
3410 

3430 
3440 
3460 

3610 


42,118,166'BRKJ 

DATA  202,16,250,136,16,243,169,7, 

170,5  6,101,2  50,13  3,250,144,2,23  0, 

251'BOUJ 

DATA  181,166,32,210,255,202,16, 

248, 198, 253, 208, 217, 198, 252,206, 

196,96'BOAK 

DATA  27,65,8:REM  PRINTER  CODE 

FOR  LINE  SPACING'CIDJ 

DATA  13,10:REM  LINE  FEED'COUE 

DATA  27,75,64,1:REM  320  GRAPHICS 

BYTES 'CCWI 

GRAPHIC  1:TRAP  2260 

:  REM  SEND  TO  PRINTER ' DUND 

OPEN  4,4, 5: REM  SECONDARY  ADDRESS 

FOR  GRAPHICS,  NO  LINE  FEED'CTVK 

PRINT#4,CHR$ (10)CHR$ (10) "DKIB 

CMD  4:SYS  2900'CGPB 

PRINT#4,CHR$ (10) 'CGMC 

PRINT#4 'BBDB 

CLOSE  4:RETURN'CCFD 

REM  ***   DATA  FOR  PATTERNS 

***'BVCP 

REM   (MAXIMUM  OF  20 

PATTERNS) 'BVBR 

DATA  4,2         :REM  4  SEGMENTS, 

SCALE  FACTOR  OF  2'CDUD 
DATA  170, PYRAMID: REM  POSITION  ON 
SCREEN  &  NAME'CIMG 
DATA  0,L,180,L:   REM  THESE  AIM 
THE  4  SEGMENTS 'CFBF 
DATA  5, 3, 170, SQUARE  WAVE'BSLE 
DATA  0,L,R,R,L'BJIC 
DATA  10,4,170,TREE'BNYF 
DATA  0, 0,L, 330, 180, 240, 180, 330, L, 
0:REM  330  MEANS  30  DEGREES 
LEFT'CBNP 


DATA  7,3,100 
DATA  0,0,330 
DATA  4,3,170 
DATA  0,300,1 
DATA  7,3,100 
DATA  0,225,1 
DATA  6,3,170 
DATA  0,L,150 
DATA  10,4,18 
DATA  0,L,0,R 
DATA  6,2,160 
DATA  0,225,1 
DATA  6,2.5,1 
DATA  0,225,1 
DATA  8,4,92, 
DATA  0,L,R,R 
DATA  5,3,150 
DATA  0,315,4 
DATA  7,3,110 
DATA  0,300,1 
DATA  11,5,15 
DATA  0,315,0 
0,0'BGVG 
DATA  4,2.6,1 
DATA  0,300,1 
REM  ADD  PATT 
DATA  0:TO  SI 
PATTERNS 'DSM 


, BRANCH 'BOAY 
,180,240,180,150'B):WB 

,STAR'BMNC 

20,300'BNOC 

,ANGLE'BNEF 

35,R,315,225,R'BVTH 

,M'BJJH 

,240,150,L'BRHA 

4,P'BKLB 

,R,R,L,L,0,0'BTSE 

,V'BJQE 

30,L,180,225'BTMH 

50,TRIANGLE'BSOJ 

35,135,225,0'BTJK 

FULL  DUPLEX' BRBD 

,0,L,L,R'BPPD 

,SKEW'BMMF 

5,135,225'BQAG 

(DIAMONDS 'BQGJ 

20,60,120,120,0'BWGK 

0, SURF'S  UP'BRVD 

,45,0,135,45,315,225, 

16,WEDGE'BPMF 

50,L'BLVF 

ERNS  HERE'BPLJ 

GNAL    END    OF 

I  END 


94    MARCH  1988 


COMPUTER  TUTOR 

Tech  Letters 

for  the  Commodore  64 

Have  you  ever  gotten  absolutely  bored 
with  staring  at  the  same  style  of  al- 
phabet each  time  you  turn  on  your  com- 
puter? Well,  1  ceitainly  have. 

Your  Commodore  64  comes  with  a  built- 
in  character  set.  The  character  set  con- 
tains the  alphanumeric,  mathematic  and 
punctuation  characters  numbered  from 
zero  to  255.  This  set  also  contains  the  pat- 
terns resulting  from  hitting  SHIFT  and  a 
key  when  in  upper  case.  All  these  charac- 
ters can  be  changed  to  any  design  by  pok- 
ing the  patterns  into  memory.  This  is 
called  redefining  characters. 

On  the  Commodore  64  this  is  done  by 
storing  your  new  charactei-s  in  memory', 
usually  beginning  at  12288  ($3000  in 
HEX).  It  is  advisable  for  beginners  to  use 
this  section  of  memory  to  reduce  possible 
complications. 

In  the  program  Tfech  Letters,  I  have 
completely  redefined  the  alphanumeric 
characters  of  the  Commodore  64's  charac- 
ter set  to  produce  a  Tfech  type  style.  The 
reversed  characters  have  also  been  rede- 
fined. 

A  unique  feature  of  Tbch  Letters  is  the 
short  machine  language  program  which  is 
read  into  memory  prior  to  running  the 
main  program.  Most  software  which  rede- 
fines the  characters  in  BASIC  creates  il- 
legible garbage  when  switching  finom  up- 
per to  lower  case.  This  happens  when  the 
memory  for  the  lower  case  characters  is 
cleared  improperly.  The  machine  lan- 


guage routine  quickly  cleai-s  the  memorj' 
to  be  used,  and  since  the  lower  case  is  not 
being  redefined,  it  also  transfers  the  nor- 
mal lower  case  to  the  new  memory  loca- 
tion. For  those  readers  who  have  experi- 
mented with,  or  have  programs  that  rede- 
fine characters  and  have  encountei-ed  the 
problem  described  above,  you  can  join  this 
machine  language  routine  to  your  pro- 
gram. The  data  for  the  routine  starts  at 
line  11  and  ends  at  line  18  and  should  be 
poked  into  memory  beginning  at  832. 

%  make  it  easy  for  those  who  wish  to 
change  the  data  to  design  their  owti  char- 
acters, I  have  put  all  the  data  in  the  cor- 


rect order  (starting  at  line  80  is  the  data 
for  the  numbers  0-9,  followed  by  the  data 
for  the  26  letters).  You  may  notice  that 
when  RUN/STOP  and  RESTORE  are 
pressed  or  when  cold  starting  iSYS 
64738),  the  Tbch  lettei-s  are  lost  and  are 
replaced  by  the  usual  characters.  This  can 
be  rectified  by  using  POKE  53272,28.  The 
redefined  characters  will  appear  once 
again.  Tech  Letters  is  verj^  useful  to  the 
many  programmers  who  need  a  break 
bom  the  common  character  set  and  would 
like  to  look  at  something  different  while 
programming  or  playing  a  simple  BASIC 
game.  g 


Before  (ypinj!  this  prtigrim.  reaJ  "lliin'  In  l;nk-r  Pmnrsms"  and  "How  lii  I'si-  llu-  .Maga/ini.' 
Enirj  Prunram."  ITit  B.\M(:  pfti(ifjm>  in  ihis  inagaiinc  at:  jviitihlc  iin  disk  fruni  l.cudstar, 
P.O.  Bra  5UIWK.  .Shri'vtport.  L\  '11.<IIIXK)7. 1.SO»-85li6yi- 


10  GOTO  168 

11  DATA  120 

12  DATA  160 

13  DATA  0,2 

14  DATA  232 

15  DATA  3,2 

16  DATA  75, 

17  DATA  55, 

18  DATA  28, 

80  DATA  063 
000'BGFK 

81  DATA  126 
000'BGDL 

82  DATA  127 
000'BGAM 

83  DATA  127 


Tech  Letters 

0'BEMX 

,169,51,133,1'BQWB 

,224,162,0,189'BREC 

08,157,0,48'BODD 

,208,247,238,75'BSKF 

38,78,3,204'BOIF 

3,208,236,169'B(2QG 

133,1, 88, 169'BPQH 

141,24,208,96'BQLI 

,051,051,063,115,115,115, 

,10  2,10  2,127,115,115,127, 

,099,099,112,112,115,127, 

,099,099,115,115,115,127, 


000'BGGN 

84  DATA  127,096,096,127,112,112,127, 
000 'BGWO 

85  DATA  127,096,096,127,112,112,112, 
000'BGQP 

86  DATA  127,099,099,112,119,115,127, 
000'BGHQ 

87  DATA  099,099,099,127,115,115,115, 
000'BGOR 

89  DATA  024,024,024,028,028,028,028, 
000'BGMT 

90  DATA  006,006,006,007,103,103,127, 
000'BGWL 

91  DATA  102,102,102,127,115,115,115, 
000*BGTM 

92  DATA  096,096,096,112,112,112,127, 
000'BGVN 

93  DATA  127,073,073,073,105,105,105, 
000'BGMO 

94  DATA  127,099,099,115,115,115,115, 


COMMODORE  IVl«iAZINE    95 


Computer  Tutor/Tech  Letters 

000'BGDP 

95  DATA  127,103,103,099,099,099,127, 
000'BGLQ 

96  DATA  127,099,099,127,112,112,112, 
000'BGWR 

97  DATA  127,099,099,099,099,127,030, 
000'BGYS 

98  DATA  126,102,102,127,115,115,115, 
000'BGAT 

99  DATA  127,099,096,127,007,103,127, 
000'BGDU 

100  DATA  127,024,024,028,028,028,028, 
000'BGQB 

101  DATA  099,099,099,115,115,115,127, 
000'BGOC 

102  DATA  115,115,115,115,054,054,062, 

000'BGID 

103  DATA  073,073,073,105,105,105,127, 

000'BGME 

104  DATA  099,099,099,062,115,115,115, 
000'BGMF 

105  DATA  099,099,099,127,028,028,028, 
000'BGXG 

106  DATA  127,099,003,127,112,115,127, 
000'BGQH 

107  DATA  127,099,099,103,103,103,127, 
000'BGWI 

108  DATA  012,012,012,028,028,028,028, 
000'BGDJ 

109  DATA  127,099,003,003,127,096,127, 
000'BGXK 

110  DATA  126,102,102,031,103,103,127, 


000'BGQC 

111  DATA  126,102,102,102,127,014,014, 

000'BGRD 

112  DATA  127,096,096,127,007,007,127, 
000  'BGDE 

113  DATA  127,099,096,127,103,103,1:7, 
000 'BGAF 

114  DATA  127,003,003,007,007,007,027, 
000'BGXG 

115  DATA  126,102,102,127,103,103,127, 
000'BGWH 

116  DATA  127,099,099,127,007,007,007, 
000'BGGI 

1680    POKE    56,48:POKE    55  ,  0 :CLR ' DLHL 
1690    FOR    J=0    TO    39:READ    A:N=N+A'GKYO 
1700    POKE    832+J,A:NEXT'DHFD 
1710    IF    N04782    THEN    PRINT"DATA    ERROR" 

rSTOF'GGHI 
1720    SYS    832'BDID 
1810    REM    ***    NEW    ALPHABET 

CHARACTERS*** 'BCYJ 
1820    REM"[CMDR    U29r"BAGY 
1830    FOR    J=8    TO    215'DFPG 
1840    READ    A'BBYF 
1850    POKE    12*1024+J,A'DJFJ 
1860    NEXT'BAEH 
1870    FOR    J=384    TO    463'DHRL 
1880    READ    A'BBYJ 
1890    POKE    12*1024+J,A'DJFN 
1900    NEXT'BAEC 
1910    FOR    HK=12*1024+1024    TO 

12*1024+255*8-l:POKE    HK, 

255-PEEK(HK-1024)  :NEXT'OOFU        liND 


Video  Title  Shop 

Continued  from  pg.  2S 

while  you  record.  If  you  want  to  add  sound 
effects,  you'll  have  to  do  them  directly  into 
the  VCR  fh)m  another  somre. 

Video  Title  Shop  suffers  from  one  minor 
shortcoming— constant  borders.  There  is 
no  option  to  overscan  the  screen  and 
eliminate  the  border  frame  while  you  are 
recording.  There  is,  however,  a  partial  so- 
lution to  this  problem,  ff  you  use  a  border 
color  which  matches  the  major  portion  of 
the  display,  the  lack  of  overscan  is  rnini- 
mized.  On  the  other  hand,  some  users 
may  find  these  borders  usefiil  as  color 
frames  to  emphasize  a  portion  of  their  pre- 
sentation. 

For  those  pertrified  of  cables  and  the 
back  of  TV  cases,  the  program's  manual 
gives  clear  and  extensive  instructions  on 
how  to  connect  a  VCR,  television  (or  mon- 
itor) and  computer.  But  there  is  no  need  to 
connect  your  recorder  while  you  are  creat- 
ing titles  and  animations.  For  that  reason, 
I  found  it  more  sensible  to  create  the 
screens,  save  them  to  disk  and  wait  to  con- 
nect my  VCR  until  after  everything  is 
ready.  Then  just  plug  in  a  few  cables,  in- 
sert the  video  tape  and  set  the  unit  to  Re- 
cord/Pause while  Video  Title  Shop  recalls 
the  saved  screens.  Because  each  title  is 


timed,  adding  the  coiTect  screen  for  just 
the  correct  time  was  no  problem  at  all. 

Video  Title  Shop's  logical,  intuitive 
command  structure  will  enable  most  users 
to  have  it  up  and  working  the  same  night 
they  peel  off  the  cellophane  wrapper.  I 
fouiid  it  does  what  it  claims  and  does  it 
well.  The  progrtim  can  even  give  home 
(not  to  mention  business  presentation) 
videos  a  professional  look  which  should 
please  you  and  your  audience  as  well. 

I  liked  the  ability  to  issue  all  the  com- 
mands from  the  keyboard  as  well  as  joy- 
stick directions.  The  program  does  have 
one  curious  command.  It  uses  the  RUN/ 
STOP  key  in  the  way  most  programs  use 
the  RETURN  key.  For  instance,  when  you 
cursor  through  a  series  of  options  and 
highlight  the  one  you  want,  instead  of 
pressing  RETURN  to  select  it  (as  most 
programs  requins),  you  press  the  RUN/ 
STOP  key.  I  suspect  most  users  will  End 
this  selection  scheme  takes  time  to  get 
used  to  as  well.  But  as  far  as  the  other  key 
commands  are  concerned,  they  are  all  in- 
tuitively assigned.  Most  are  combination 
commands  using  the  COMMODORE  key 
and  another  key.  The  logic  used  to  assign 
these  keys  is  welcome.  For  instance,  the 
command  sequence  for  changing  text 


fonts  is  COMMODORET,  color  change  is 
COMMODOREC,  save  is  COMMO- 
DORE/S,  edit  object  is  COMMODORE/E. 
That  all  makes  sense  to  me. 

Video  Title  Shop  comes  with  a  48-page 
manual  and  a  sheet  of  quick  refere  nee 
commands.  While  the  manual  is  com- 
plete, it  is  also  the  program's  weakest 
link.  Nearly  every  page  includes  a  para- 
graph which  ends  by  telling  the  us*t  to  re- 
fer to  instructions  on  another  page  for 
clarification.  All  I  can  say  is,  the  irforma- 
tion  you  need  to  master  Video  Title  Shop 
is  there,  and  the  profes-sional  results  are 
worth  the  slight  irritation  and  tim(!  it 
takes  to  read  and  understand  the  manual. 

Video  Title  Shop  could  be  especially 
valuable  as  a  tool  in  a  school's  audio-visu- 
al and  art  departments.  It  would  be  equal- 
ly usefiil  for  businesses  that  produce  in- 
house  teaching  or  marketing  tapes  and 
want  to  add  professional  titles  or  graphics 
to  those  presentations.  Our  church  \ndeo- 
tapes  each  Sunday's  services  for  replay 
later  in  special  teaching  clinics  and  for 
those  who  can't  attend  the  service.  This 
program  would  be  ideal  for  giving  those 
tapes  the  look  of  a  professional  production. 
The  uses  in  the  home,  office  or  school  are 
limited  only  by  the  user's  ambition.       g 


95    MARCH  1988 


COMPUTER  TUTOR 


by  Charles  W.  Kerr 


Ear  Trainer 

for  the  Commodore  128 


You  can't  satisfy  all  the  people  all  the 
time,  but  you  can  satisfy  many  people 
most  of  the  time.  In  the  case  of  the  Com- 
modore 128,  the  latter  is  especially  true. 
It's  easily  the  most  versatile  home  com- 
puter ever  made,  since  it's  three  comput- 
ers in  one:  64, 128  and  CP/M.  In  combina- 
tion with  a  1571  disk  drive,  it  is  an  agile, 
capable  machine  that  will  fill  the  needs  of 
most  home  computerists. 

One  of  the  strongest  features  of  the  128 
is  BASIC  7.0.  It  has  taken  most  of  the 
drudgery  out  of  programming  in  BASIC. 
In  particular,  the  sound  and  play  com- 
mands make  music  programming  less  ar- 
cane and  more  accessible  to  the  home  en- 
thusiast. Ear  Trainer  is  an  example  of  a 
program  that  utilizes  7.0  commands  in  a 
simple,  straightforward  manner  to  accom- 
plish a  task:  provide  practice  in  recogniz- 
ing individual  tones  in  the  diatonic  scale. 
Unless  you  already  have  perfect  pitch. 
Ear  TVainer  will  help  you  develop  your  ear 
and  have  some  fun  doing  it.  It  consists  of  a 
series  often  exercises  each  sounding  two 
tones,  lb  provide  a  frame  of  reference, 
middle  C  is  sounded  first,  then  one  of  the 
twelve  tones  in  the  diatonic  scale.  Your 
task  is  to  name  the  second  tone  by  typing 


its  name  in  the  appropriate  window.  Tbn 
points  are  awarded  for  a  correct  answer 
and  five  points  for  an  answer  within  a 
half-tone.  A  final  score  of  70  or  higher  is 
rewarded  vrith  a  well-known  musical  se- 
lection. For  those  who  are  not  familiar 
with  the  scale,  the  twelve  tones  are  la- 
beled on  the  keyboard. 

Any  time  you  would  like  to  hear  the 
tones  repeated,  press  F3.  If  you  are  still 
not  sure  of  your  answer,  press  F5  to  hear 
and  see  the  diatonic  scale.  Just  follow  the 
bouncing  ball! 

Don't  be  discouraged  by  low  scores  in 
the  beginning.  Discerning  the  individual 
tones  is  difficult,  and  it  may  take  you  a 
while  before  you  are  able  to  achieve  a  de- 
cent score.  As  an  aid,  the  notes  already 
sounded  are  listed  on  the  treble  clef.  You 


Before  lypins  ihis  priignm,  riad  "How  to  Enicr  Tutftimi" inil  "Hm  lu  lie Ihc  Mapiint 
Enirj-  Program."  TTic  BfiSiC  progfami  in  this  migiiinc  ik  iijilibli;  on  Jisk  froin  LudMir. 
PO-  Boi  3000».  Shrevepon,  U  "1  l.W-Oflfl".  I  -SM-HM  -2(194. 


Ear  Trainer 


10 


20 


30 


40 


50 
60 


FAST:SCNCLR:D 
:DIM  LI  (13)  :B 
:B=B+PEEK(409 
:P0KE  4106+B, 
KEY  1,CHE$(80 
CHR$ (82) +CHR$ 
CHR$(83)+CHR$ 
CHR$(81)+CHR$ 
STEP  2:KEY  I 
:GOTO  40'XHJB 
PRINT" [SHFT  Q 
: RETURN 'EGEE 
M$(1)="03W.#C 
:MS{3)="03W.# 
:M$(5)="03W.F 
:M${7)="03W.G 
:M$(9)="03W.A 
M? (11)="03W.B 
A$(1)="C#":A$ 
:A$(4)="E":A$ 
:A$(7)="G":A$ 


IM  M$(13) :DIM  AS(13) 

=0:FOR  A=0  TO  8 

6+A) :NEXT:POKE  4105,1 

132'RIQU 

) :KEY  3, 

(13) :KEy  5, 

(13) :KEY  7, 

(13) :FOR  1=2  TO  8 


CHR$  (1+132)  :NEXT 

] "; : SLEEP  IrSCNCLR 

" :M$(2)="03W.D" 

D":M$(4)="03W.E" 

":M$(6)="03W.#F" 

":M$(B)="03W.#G" 

":M$(10)="O3W,#A""KKRH 

":M$(12)="04W.C"'CNHH 

(2)="D":A$ (3)="D#" 

(5)="F":A$(6)="F#" 

(8)="G#":AS(9)="A" 


can  then  use  the  process  of  elimination  in 
determining  the  possible  answers. 

Ear  Trainer  uses  the  PLAY  and  TEM- 
PO commands  to  create  music  while  the 
WINDOW  and  SCNCLR  (screen  clear) 
commands  facilitate  screen  output.  An- 
other useful  7.0  command  is  KEY  which 
is  used  to  redefine  the  function  keys  so 
that  input  is  easier.  If  you  prefer  you  may 
type  the  letters  "P,"  "R,"  "S,"  and  "Q"  in 
place  of  the  function  keys,  however,  you 
are  required  to  press  RETURN  after  each 
of  these  keys.  FAST,  SLEEP  and  GET- 
KEY  are  the  remaining  commands  uti- 
lized fiiom  the  7.0  arsenal. 

The  Ojmmodore  128  encourages  pro- 
gramming with  its  extensive  BASIC  7.0 
vocabulary.  It's  fun,  easy  to  use  and  pro- 
duces great  results.  Give  it  a  tn'!  g 


=  "C" 


:A$(10)="A#":A$(11)="B":A$(12) 

:A$(13)="C#"'NGQF 
70  PRINT  CHR$(142) :WINDOW  0,0,79,24,1 

:C0L0R  5,2:X=0:CS$="" 

:FOR  C0=1  TO  13:LI (CO)=0:NEXT 

rWINDOW  0,0,79,24,1:PO=0:HF=0 

:POKE  208,0 'PVFD 
80  PRINT  TAB(6);"[L.  RED, SHFT  U, 
SHFT  *2,SHFT  I ]": PRINT" [GRAYS , 
CMDR  A, SHFT  *5,L.  RED, SHFT  -,GRAY3, 
SHFT  *2,L.  RED, SHFT  -,GRAY3, 
SHFT  *69,CMDR  S]"'DEDX 
90  PRINT" [SHFT  - 1 " ; TAB (6) ; " [ L.  RED, 
SHFT  -,SPACE2,SHFT  -] " ;TAB (14 ) ; " 

[L.  BLUE, SHFT  0,CMDR  Y2,SPACE3, 
SHFT  CCMDR  Y,SHFT  P  , SPACES  ,  SHFT  0, 
CMDR  Y,SHFT  P] " ; TAB (35 ) ; " [CMDR  Y, 
SHFT  P,SHFT  0,CMDR  Y , SPACE2 , SHFT  0, 
CMDR  Y,SHFT  P, S PACE3 , SHFT  0,CMDR  Y, 
SHFT  P,SPACE3,SHFT  P,SHFT  0,SPACE3, 
RVS,CMDR  *,RVOFF]  [CMDR  N,SPACE3, 
SHFT  CCMDR  Y2  ,  SPACE3  ,  SHFT  0, 
CMDR  Y,SHFT  P] " ; TAB (79 ) ; " [GRAY3 , 
SHFT  -] "'FTJS 
100  PRINT" (CMDR  Q,SHFT  *2,L.  RED, 
SHFT  U,SHFT  *2,SHFT  -hjSHFT  *2, 


COMMODORE  MAGAZINE    97 


Computer  Tutor/Ear  Trainer- 


110 


120 


130 


SHFT  K,GRAY3,SHFT  *4,L.  BLUE, 
SHFT  0,CMDR  Y,GRAY3,SHFT  *4, 
L.  BLUE, SHFT  0,CMDR  Y,SHFT  P, 
GRAY3,SHFT  *3,L.  BLUE, SHFT  0, 
SHFT  M,CMDR  Y,GRAY3,SHFT  *7, 
L.  BLUE,CMDR  N,CMDR  H,GRAY3, 
SHFT  *3,L.  BLUE, SHFT  0,SHFT  M, 
CMDR  Y,GRAY3,SHFT  *3,L.  BLUE, 
SHFT  0,CMDR  Y,SHFT  P,GRAY3, 
SHFT  *3,L.  BLUE, CMDR  N,CMDR  H, 
GRAY3,SHFT  *3,L.  BLUE, CMDR  H, 
SHFT  M,CMDR  N,GRAY3,SHFT  *3, 
L.  BLUE, SHFT  0,CMDR  Y,GRAY3, 
SHFT  *4,L.  BLUE, SHFT  0,SHFT  M, 
CMDR  Y, GRAYS, SHFT  *6,CMDR  W]"'BAOT 
PRINT" [SHFT  -]   [L.  RED)   [SHFT  -, 
SPACE2,SHFT  -] " ; TAB ( 14 ) ; " [L .  BLUE, 
SHFT  L,CMDR  P2 , SPACE3 , CMDR  H] 
[CMDR  N,SPACE3,CMDR  H]   [SHFT  M]"; 
TAB(36) ;" [CMDR  M,CMDR  H,SPACE3, 
CMDR  H]   [SHFT  M, SPACE3 , CMDR  H] 
[CMDR  N,SPACE3,SHFT  @,SHFT  L, 
SPACE3,CMDR  H]  [CMDR  *,SPACE3, 
SHFT  L,CMDR  P2 , S PACE3 ,CMDR  H] 
[SHFT  M] ";TAB(79) ;" [GRAY3,SHFT  -1 
"'EPNC 

PRINT" [CMDR  Q,SHFT  *2,L.  RED, 
SHFT  -,GRAY3,SHFT  *2,L.  RED, 
SHFT  -,GRAY3,SHFT  *72,CMDR  W] 
" 'BACK 

PRINT" [SHFT  -,SPACE2,L.  RED, 
SHFT  -,SHFT  U,SHFT  *,SHFT  +, 
SHFT  *2,SHFT  I , SPACE4 , YELLOW] 


140 


150 


160 


170 


180 


SECOND  T0NE:";TAB(61) ;" 
TONE  NUMBER: "; TAB (79) ; " 
SHFT  -] " 'DKXT 
PRINT" [CMDR  Q,SHFT  *2,L 
SHFT  -2,GRAY3,SHFT  *,L. 
SHFT  -,GRAY3,SHFT  *2,L. 


[L.  RED] 

[GRAY3, 

.  RED, 
RED, 
RED, 


190 


SHFT  -,GRAY3,SHFT  *69,CMDR  W) 

" 'BALN 

PRINT" [SHFT  -,SPACE2,L.  RED, 

SHFT  -,SHFT  J, SHFT  *,SHFT  -, 

SHFT  K]   [SHFT  -,SPACE4,L.  BLUE] 

TONES  SOUNDED:";TAB(66) ;"[WHITE] 

POINTS :";TAB (79) ; " [GRAY3,SHFT  -] 

" ' DKVT 

PRINT" [CMDR  Z,SHFT  *2,L.  RED, 

SHFT  J, SHFT  *2,SHFT  -,SHFT  *2, 

SHFT  K,GRAY3,SHFT  *69,CMDR  X] 

"'BAFN 

PRINT  TAB(4);"[L.  RED, SHFT  J, 

SHFT  *,SHFT  KT'iPRINT  TAB(16);" 

[L.  BLUE, CMDR  @48]"'EIRP 

PRINT  TAB(16) ;" [CMDR  G , S PACE2 , RVS , 

GRAY3 , SPACE2 , RVOFF , S  PACE2 , L.  BLUE , 

CMDR  M,SPACE3,RVS,GRAY3,SPACE2, 

RVOFF , SPACE2 , RVS , SPACE 2 , RVOFF , 

SPACE2,L,  BLUE, CMDR  M , SPACE3 , RVS , 

GRAY3 , SPACE2 , RVOFF , SPACE2 , RVS , 

SPACE 2, RVOFF, SPACE2, RVS, SPACE2, 

RVOFF, SPACE2,L.  BLUE, CMDR  M, 

SPACE3, RVS, GRAY 3, SPACE 2, RVOFF, 

S  PACE2 , RVS , S  PAC  E  2 , RVOFF , S  PACE  2 , 

L.  BLUE, CMDR  M]"'CEBX 

PRINT  TAB(16) ; " [CMDR  G , SPACE2 , RVS , 


GRAY3,SPACE2, RVOFF, SPACE 2, L.  BLUE, 
CMDR  M,SPACE3,RVS ,GRAY3,SPACE2, 
RVOFF, SPACE2 , RVS , SPACE2 , RVOFF, 
SPACE2,L.  BLUE, CMDR  M, SPACE3 , RVS , 
GRAY 3, SPACE2, RVOFF, SPACE2, RVS, 
SPACE2 , RVOFF , SPACE2 , RVS , S  PACE2 , 
RVOFF, SPACE2,L.  BLUE, CMDR  M, 
SPACE3 , RVS , GRAY3 , SPACE2 , RVOFF , 
SPACE2 ,RVS , SPACE2 , RVOFF, SPACE2 , 
L.  BLUE, CMDR  M]"'CEBY 

200  PRINT  TAB(16);"[L.  BLUE, CMDR  G, 
SPACE2, RVS, GRAY 3, SPACE 2,  RVOFF, 
SPACE2,L.  BLUE, CMDR  M, SPACE3 , RVS , 
GRAY3]C# [ RVOFF, SPACE2, RVS ]D# 
[RVOFF, SPACE2,L.  BLUE, CMDR  M, 
SPACE3,RVS,GRAY3]F# [RVOFF , S PACE2, 
RVS]G# [RV0FF,SPACE2,RVS] A# [RVOFF, 
SPACE2,L.  BLUE, CMDR  M, SPACE3 , RVS , 
GRAY3 , SPACE2 , RVOFF , SPACE2 , RVS , 
SPACE2, RVOFF, SPACE2,L.  BLUE, 
CMDR  M] " 'CEAS 

210  PRINT  TAB(16);"[L,  BLUE, CMDR  G, 
SPACE2 , RVS , GRAY3 , S  PACE2 , RVOFF, 
SPACE2,L.  BLUE, CMDR  M, SPACE3 , RVS , 
GRAY3 , SPACE2 , RVOFF , SPACE 2 , RVS , 
SPACE2, RVOFF, SPACE2,L.  BLUE, 
CMDR  M,SPACE3,RVS,GRAY3,SPACE2, 
RVOFF , SPACE2 , RVS , SPACE2 , RVOFF , 
SPACE2, RVS, SPACE 2, RVOFF, SPACE2, 
L.  BLUE, CMDR  M ,SPACE3 , RVS , GRAY3 , 
SPACE 2, RVOFF, SPACE 2, RVS, SPACE2, 
RVOFF, SPACE2,L.  BLUE, CMDR  M]"'CEAS 

220  PRINT  TAB(16);"[L,  BLUE, CMDR  G, 
SPACE2,CMDR  M , SPACE3 ,CMDR  M, 
SPACE3,CMDR  M, SPACE3 , CMDR  M, 
SPACE3,CMDR  M , SPACE3 ,CMDR  M, 
SPACE3,CMDR  M, SPACE3 , CMDR  M, 
SPACE3,CMDR  M , SPACE3 ,CMDR  M, 
SPACE3,CMDR  M, SPACE3 , CMDR  M] " 
rPRINT  TAB(16);"[L.  BLUE, CMDR  G, 
SPACE2,CMDR  M, SPACE3 ,CMDR  M, 
SPACE2,L.  RED]C[L.  BLUE, CMDR  M, 
SPACE2,WHITE]D[L.  BLUE, CMDR  M, 
SPACE2, WHITE] EfL.  BLUE, CMDR  M, 
SPACE2,WHITE]F[L.  BLUE, CMDR  M, 
SPACE2,WHITE]G(L.  BLUE, CMDR  M, 
SPACE2, WHITE] A[L.  BLUE, CMDR  M, 
SPACE2,WHITE]B[L.  BLUE, CMDR  M, 
SPACE2,WHITE]C[L.  BLUE, CMDR  M, 
SPACE3,CMDR  M , SPACE3 ,CMDR  M]"'EJDL 

230  PRINT  TAB(16);"[L.  BLUE, CMDR  G, 
SPACE2,CMDR  M , SPACE3 ,CMDR  M, 
SPACE3,CMDR  M , S PACE  3 ,CMDR  M, 
SPACE3,CMDR  M , S PACE3 ,CMDR  M, 
SPACE3,CMDR  M, S PACE3 ,CMDR  M, 
SPACE3,CMDR  M , S PACE3 ,CMDR  M, 
SPACE3,CMDR  M , S PACE3 ,CMDR  M) " 
:PRINT  TAB(16);"[L.  BLUE, CMDR  T48] 
"'EJKX 

240  PRINT  TAB(16) ;"IGRAY3] 1ST  TONE 
[L.  RED, UP  ARROW] ": PRINT 
: PRINT  TAB(6) ;" [REDJFl  TO  START 
:  TYPE  NAME  OF  2ND  TONE  (SHIFT  3 
FOR  #)  THEN  PRESS  RETURN" 'FJBB 

250  PRINT" [L.  RED, SHFT  *80]"'BACM 

260  PRINT"  [L.  BLUE]F1 [SPACE2,GRAY3] 


98  MARCH  1988 


Computer  Tutor/Ear  Trainer  ■ 


270 


280 


290 

300 

310 
320 

330 

340 
350 

360 


370 

375 
380 


385 
390 


400 


410 
420 
430 
440 


450 
460 


465 
470 


480 


PLAY  TONE [ S  PACE7 , YELLOW) F3 [ S  PACE2 , 
GRAY3] REPEAT  TONE [S PACES , L.  RED] 
F5[SPACE2,GRAy3]CHR0MATIC  SCALE 
[SPACE8,WHITE]F7[SPACE2,GRAY3] 
QUIT"; 'BBDY 

TEMPO  20;PLAY"V3O3T8ICI#CIDI#DIEI 
FI#FIGI#GIAI#AIB04IC" 
:TEMPO  15'DJRR 

GET  KEY  S$:IF    S$=GHR$ ( 80 ) THEN 
WINDOW  6,22,78,22,l:POKE  208,0 
:SCNCLR:GOTO  290:ELSE  280'LMXT 
FOR  X=l  TO  10:WINDOW  73,6,78,6,1 
: PRINT" [RVOFF, WHITE] ";X; ' FVNN 
NU=INT (RND(0) *12) +1:NM=NU-1 
:NP=NU+1' JWRI 
IF  LI(NU)=1  THEN  300'DKXC 
PLAY"V103T7W.C":SLEEP  I'CESD 
LI  (NU)=1'BHHC 
PLAY  M$(NU):SLEEP  I'CKSE 
WINDOW  27,6,57,6,l:POKE  208,0 
:GOTO  400'DWMI 
TEMPO  5:PLAY"V303T7QC" 
WINDOW  26,20,29,20,1:GOSUB  30 
PLAY"Q#C":WINDOW  28,10,31,10,1 
GOSUB  30:PLAY"QD":WINDOW  30,20, 
33,20,1:GOSUB  30'KMHB 
PLAY"Q#D" :WINDOW  32,10,35,10,1 
:GOSUB  30:PLAY"QE":WINDOW  34,20, 
37, 20,1: GOSUB  30:PLAY"QF" 
:WINDOW  38,20,41,20,1 
:GOSUB  30'JJCY 

PLAY"Q#F":WINDOW  40,10,43,10,1 
:GOSUB  30'DTSP 

PLAY"QG":WINDOW  42,20,45,20,1 
iGOSUB  30:PLAY"Q#G" 
:WINDOW  44,10,47,10, 1:G0SUB  30 
:PLAY"QA" :WINDOW  46,20,49,20,1 
:GOSUB  30:PLAY"Q#A"'KLBC 
WINDOW  48,10,51,10,1:GOSUB  30'CRHO 
PLAY"QB":WINDOW  50,20,53,20,1 
:GOSUB  30:PLAY"O4QC" 
IWINDOW  54,20,57,20,1:GOSUB  30 
:WINDOW  27,6,57,6,l:TEMPO. 15 
:POKE  208,0'JMAB 

INPUT  I$:IF  I$=""OR  I$<CHR$(65)OR 
I$>CHR$(72)AND  I $<CHR$ (80) OR 
I$=CHR$ (72)OR  I$>CHR$(83)THEN 
400'TNMS 

IF  I$=CHR$(82)THEN  320'EJDD 
IF  I$=CHR$ (83)THEN  360'EJIE 
IF  I$=CHR${81)THEN  570'EJJF 
IF  I$=A$  (NU)THEN  PRINT"CORRECTi " ; 
:PRINT  CHR$(7);:V0L  15:SLEEP  1 
:SCNCLR:SC=SC+10:GOTO  470'MHQT 
IF  NP=14  THEN  470'DHEG 
IF  I$=A$(NP)OR  I$=A${NM)THEN 
PRINT" [WHITE]CLOSE 
:  THE  NOTE  WAS  "; A$ (NU) ;: SLEEP  2 
:SCNCLR:SC=SC+5:ELSE  PRINT" [WHITE] 
INCORRECT  :  THE  NOTE  WAS  ";AS[NU); 
'MSEJ 

SLEEP  2:SCNCLR'CDRL 
PO=PO+SC:SC=0:WINDOW  73,8,78,8,1 
: PRINT" [L.  RED]";PO; 
:POKE  208,0 'GJNR 
CO$=A$(NU) :CS$=CS$+CHR${32)+CHR$ 


(32) +C09:C0S="": WINDOW  2  8,8,64,8,1 

:PRINT" [YELLOW] ";CS$; ' KAMY 
490  IF  X=10  AND  PO>69  THEN  GOSUB 

580'GKCN 
500  IF  X=10  THEN  530'DGCC 
510  GET  KEY  P$:IF  P$=CHRS ( 80) THEN 

530'GMIG 
520  IF  N$=CHR$(69)THEN  570 

:ELSE  510'FNEH 
530  POKE  208,0:NEXT'CGWE 
540  WINDOW  0,22,79,24,1 

rPRINT  TAB(26);"[L.  RED,D0WN21 

N  -  NEW  GAME";TAB(48) ;"E  -  END"; 

'EYNP 
550  GET  KEY  E$:IF  E$=CHR$ { 78) THEN 

70'GLTK 
560  IF  E$=CHR$ (69)THEN  570 

:ELSE  550'FNZL 
570  WINDOW  0,0,79,24,1:COLOR  5,4 

:BANK  15:SYS  49425:PRINT 

CHR$(27)CHR$(88) :END' I LAS 
580  TEMPO  20:WINDOW  21,10,61,10,1 

rPRINT" [WHITE] JESU, 
JOY  OF  MAN'S  DESIRING  -  J.S. 

BACH"; 'DUAX 
590  PLAY"T604QGQAQB0  5QDQCQCQEQDQDQGQ# 

FQGQD04QBQGQAQB0  5QCQDQEQDQC04QBOA 

QBQGQ#FQGQAQDQ#FQA05QC04QBQAQBQGQ 

AQB0  5QD" 'BBBM 
600  PLAY"QCQCQEQDQDQGQ#FQGQD04QBQGQAQ 

BQE0  5QDQC04QBQAQGQDQGQ#FQGQB05QDQ 

GQD04QBQGQBQDHG" : SCNCLR 

: RETURN 'DDCY 


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&  hshdllne  on  US.  Canadian,  APO.  FPO  orders  COO  &  Foreign  orders 
add  S4-00.  Order  (rom: 

Free  Spirit  Software,  Inc. 

905  W.  Hitlgrove,  Suite6 

LaGrange,  IL  60525 

(312)352-7323 


Mc 


MaittfrCard} 

V  ■  -■ 


COMMODORE  M/iGAZlNE    99 


Amiga  Public 

Domain 

Update 


This  month  I  have  reviewed  programs 
&iom  Fish  Disks  103  through  110  as 
well  as  the  long-awaited  AMICUS  Disks 
21  and  22.  Although  very  few  AMICUS 
disks  have  been  issued  in  the  past  few 
months,  John  Foust  (the  creator  of  the 
AMICUS  disk  series)  assures  me  that  the 
series  is  not  dead.  John  expects  releases  to 
increase  quickly  in  the  months  to  come. 

On  the  modem  side  of  the  Amiga  public 
domain  world,  one  of  the  big  happenings 
is  that  the  results  of  the  recent  BADGE 
Killer  Demo  contest  held  in  California  are 
now  in,  and  all  the  wirming  demos  are  be- 
ing released  to  the  eagerly  waiting  Amiga 
users.  I  will  review  the  bulk  of  the 
BADGE  winners  in  next  month's  column, 
but  I  do  mention  a  few  this  month,  includ- 
ing the  grand  prize  winner,  RGB. 

For  each  program,  the  author  is  given, 
and  if  that  PD  program  is  available  on  the 
Fish  series  or  the  AMICUS  series  of  pub- 
lic domain  disks,  the  number  of  each  se- 
ries is  given  before  the  description.  1  do 
not  keep  track  of  which  programs  are 
available  on  PeopleLink  here  since  \'irtu- 
ally  all  of  the  programs  mentioned  in  this 
column  are  available  for  downloading  in 
the  libraries  in  the  Amiga  Zone  on  Peo- 
pleLink. When  a  public  domain  program 
has  been  classified  as  shareware,  this  is 
also  mentioned  with  the  suggested 
amount. 

Calc:  by  Bob  Brooks  (Fish  103) 

This  a  command-line,  input-style,  pro- 
grammable calculator  In  addition  to  the 
usual  mathematic  functions,  Calc  also  al- 
lows you  to  perform  angle  conversions  and 
time  conversions.  Calc  simulates  a  com- 
puter by  putting  all  answers  into  one  of 
four  built-in  memory  registers,  plus  you 
can  manipulate  the  registers  by  exchang- 
ing register  values  and  also  simulate  a 
FIFO  stack  with  the  registers.  Calc  also 
allows  you  to  store  answers  into  any  one  of 
1(X)  different  storage  registers. 

DosKwik:  by  Gary  Kemper 
(Fish  103;  Shareware:  $10) 

If  AmigaDOS  has  been  giving  you  fits, 
here's  another  way  to  bypass  it.  DosKwik 
allows  you  to  read  and  write  disk  files  that 


do  not  use  the  j^jnigaDOS  file  fomiat. 
This  is  useful  for  several  reasons:  First  of 
all  files  can  be  read  and/or  written  two  to 
three  times  as  feist.  Also,  more  data  can  be 
stored  on  a  disk  using  DosKwik  than  us- 
ing AmigaDOS.  Finally,  it  is  now  possible 
via  DosKwik  to  create  a  file  that  actually 
spans  more  than  one  disk.  This  last  fea- 
ture makes  it  possible  for  every  Amiga 
owner  to  load  single  files  that  are  over  a 
megabyte  in  size! 

IntuiDOS:  by  Lennart  Sandin  (Fish  103) 
Yet  another  CU  replacement  program. 
IntuiDOS  uses  menus  rather  than  gad- 
gets to  display  commands.  This  program 
has  only  one  display  window  for  disk  di- 
rectory displays,  but  uses  a  giid  .system  to 
allow  you  to  efiiciently  scroll  through  the 
display  window.  What  is  really  unique 
concerning  this  grid  system  is  that  Intui- 
DOS will  store  directory  information  of 
many  different  disks  at  one  time  (even 
after  the  disk  hits  been  ejected  from  one  of 
the  drives),  and  this  grid  system  also  al- 
lows you  to  quickly  flip  through  the  differ- 
ent disks.  IntuiDOS  doesn't  have  hard- 
wired commands,  but  rather  allows  you  to 
choose  ftiom  up  to  50  different  commands. 
Once  you  set  up  IntuiDOS,  all  the  chosen 
commands  will  appear  as  part  of  the  Intui- 
DOS menu  system.  IntuiDOS  supports 
command  histories  for  those  who  hate  re- 
petitive typing. 

MFF-Update;  by  Software  Visions 

(Fish  103) 

For  those  of  you  who  ovvti  the  database 
program  MicroFiclw  Filer,  here  is  an  up- 
date of  some  public  domain  databases. 
Also  contained  m  this  PD  version  of  the 
MFF  update  is  a  text  importing  program 
that  allows  you  to  import  ASCII  text  into 
any  MicroFiche  Filer  database. 

Pack-it:  by  Gary  Kemper 
(Fish  103;  ShanBware:  $10) 
Here  is  a  new  twist  on  file  aix;hiving 


by  Graham  Kinsey 


programs.  Pack-it  reads  in  a  bunch  of  di- 
rectories and/or  files  and  combines  the 
whole  mess  into  one  file.  The  resulting  file 
is  not  compressed,  but  the  single  output 
file  can  then  be  easily  compressed  via  the 
program  Arc. 

AnaljtiCalc;  by  Glenn  Everhart 
(Fish  104;  Sharewai-e:  $10) 

Another  powerful  public  domain  busi- 
ness program  has  been  released  for  the 
Amiga.  AnalytiCalc  is  a  complex  spread- 
sheet program.  The  maximum  dimension 
of  an  AnalytiCalc  spreadsheet  is  1 5,000 
rows  by  18,000  columns.  Some  of  the  ma- 
jor features  of  AnalytiCalc  include  16-dig- 
it  precision,  a  built-in  on-line  calcUator 
and  over  70  different  fimctions.  If  the  sup- 
plied functions  aren't  enough  for  you,  then 
you  can  write  your  own  fimctions  for  Ana- 
lytiCalc. AnalytiCalc  does  not  have  any 
menus,  but  the  function  keys  ai^e  some- 
times utilized  to  enter  commands.  Since 
the  program  takes  up  a  minimum  of 
600K,  You  must  have  one  megabyte  of 
memory  in  order  to  use  AnalytiCalc.  This 
program  is  written  in  Fortran,  and  the 
source  code  (for  version  2.3  of  Absoft  For- 
tran) is  provided. 

AsmProgs:  by  Glen  McDairmid  and 
Kirk  Davies  (Fish  105) 

Here  are  a  few  simple  progi'ams  written 
in  assembly  language.  AddKickMem  is 
useful  for  those  people  who  have  Amiga 
1000s  with  Kickstart  installed  in  ROM. 
AddKickMem  will  automatically  install 
the  WCS  memory  that  used  to  be  cccupied 
by  Kickstart,  while  it's  smaller  and  faster 
than  Addmera,  which  also  does  this.  L  and 
Stack  are  tiny  replacements  for  tha  Ami- 
gaDOS BCPL  List  and  Stack  commands. 
Also  in  this  mllection  of  assembly  pro- 
grams is  SharpFont,  a  nice  replacement 
for  the  topaz  S^point  font. 

FlamKe.v:  by  Alex  Livshits 
(Fish  105;  Shareware:  $10) 

Here  is  another  program  that  allows 
you  to  freeze  all  mou.se  and  keylȣjd  in- 
put so  that  children  and'or  pets  can't  fool 
around  with  your  Amiga.  FlamKey  is  dif- 
ferent from  other  such  program  in  that  it 
sports  a  window  filled  with  gadgebi,  and 
when  FlamKey  is  first  run,  a  small  key 
appears  on  your  screen  that  must  Ik 
clicked  on  in  order  to  activate  the  program 
(or  to  deactivate  the  program  with  the 
user-defined  password). 


100    MARCH  1988 


Amiga  Public  Domain  Update 

Progrdnuner's  Suite:  by  R.J.  Mical 
(Fish  107) 

After  R.J.  Mical,  the  father  of  Intuition 
(the  Amiga's  user  interface),  finished  In- 
tuition he  proceeded  to  worlc  on  many  dif- 
ferent projects.  One  of  these  projects  was  a 
set  of  routines  to  help  progi-ammers  with 
the  task  of  programming  on  the  Amiga. 
After  months  of  delay,  Book  One  of  the  re- 
sult, Progranuner's  Suite,  has  been  re- 
leased into  the  public  domain!  Book  One 
of  Programmer's  Suite  includes  a  file  re- 
quester preset  that  allows  programmers  to 
include  a  colorful,  gadget-filled  file  re- 
quester without  toiling  for  weeks  over  its 
creation.  A  color  requester  shows  how  t« 
allow  the  end  user  of  a  program  to  easily 
choose  the  colors  he/she  wants  to  use. 
Xtextl )  is  a  handy  routine  that  displays 
text  at  an  extremely  fast  rate.  DoRe- 
quest( )  basically  allows  you  to  create  a 
standard  requester  without  having  to 
watch  and  maintain  it.  DoRequest  v\'ill 
create  a  standard  boolean  Intuition  re- 
quester, (of  the  Retry/Cancel  type)  then 
monitor  it,  kill  the  i^equester  when  the 
user  answers,  and  even  tell  your  program 
what  decision  the  user  made.  Not  only  is 
extensive  documentation  supplied  for 
each  routine,  but  the  complete  source  code 
is  also  available,  along  with  Make  files  for 
both  Lattice  C  and  Aztec  C.  Programming 
on  the  Amiga  is  not  easy,  and  projects  like 
this  can  do  a  world  of  good  for  program- 
mers. 

SVTools:  by  Stephen  Vermeulen 
(Fish  107) 

Yet  another  set  of  small  utility  tools. 
The  gems  in  this  package  are  three  tools 
that  allow  you  to  access  the  Workbench 
"Info"  option  from  CLL  Setstack  allows 
you  to  set  the  stack  option  of  an  icon;  Sit 
defines  the  icon  tool  type,  and  Retool  will 
let  you  edit  the  default  tool  string  of  an 
icon.  Also  included  in  the  SVTbols  set  are 
programs  for  monitoring  memor\'  lists 
and  one  for  showing  off  a  bug  which  can 
ocxur  when  you  try  to  drag  a  window  off 
the  current  screen. 

MonlDCMP:  bv  David  Cervone 
(Fish  108) 

MonlDCMP  monitors  the  IDCMP  port 
of  a  selected  window  and  will  report  on  all 
messages  that  are  received  by  the  pro- 
gram via  Intuition.  MonlDCAIP  will  re- 
port on  such  things  as  gadget  selection, 
menu  use,  mouse  button  clicking,  any  key 
press  (including  any  key  qualifiers,  like 
ALT,  CTRL  and  SHll-Ti,  plus  incoming 
messages  fittm  other  prograrns.  Mon- 
lDCMP will  let  you  redirect  the  infonna- 


tion  output  to  any  device,  including  out- 
put to  a  disk  file  or  to  a  printer 

Machine:  by  Allan  Hastings  (Fish  109) 

This  is  a  complex  VideoScape  3-D  ani- 
mation. This  animation  has  many  differ- 
ent moving  parts.  You  need  one  megabyte 
in  order  to  run  it. 

SimCPM;  by  Charlie  Gibbs  (Fish  109) 

Since  Emulation  of  other  systems 
seems  to  be  becoming  more  and  more  pop- 
ular, this  program  may  be  important  to 
some  people.  SimCPM  emulates  a  CP/M 
operating  system  environment  running 
on  an  8080  (not  a  Z80),  including  BIOS 
and  BDOS  calls.  Also  included  in  the 
emulation  package  is  basic  H 19  terminal 
emulation  support  and  an  easy  way  to 
load  in  Microsoft  BASIC-80  for  ruiming      j 
CP/M  BASIC  programs.  SimCPM  only 
works  via  CLI.  , 

1 

I 
LTJpc:  by  Jeff  Lydiatt  (Fish  109) 

If  you  have  heard  about  the  famous 
computer  information  network  Usenet 
and  would  like  to  access  it  but  don't  work 
for  an  electronics  company  or  an  educa- 
tional institution,  UUpc  gives  you  the  ca- 
pability to  turn  your  Amiga  into  a  sepa- 
rate Usenet  node.  Of  com-se,  you  will  still 
have  to  find  an  organization  that  has  ac- 
cess to  Usenet  that  will  permit  you  to 
hook  up  through  them  to  Usenet. 

EHB:  by  Leo  Schwab  (AMICUS  21) 

This  is  a  demo  of  Extra  Half-Bright 
Mode,  a  special  graphics  mode  on  the 
Amiga  that  allows  you  to  display  64  colore 
on  the  screen  simultaneously  using  six 
bitplanes  (Note:  this  is  not  the  same  as 
Hold  and  Modify'!).  The  unique  thing 
about  this  Half-Bright  demo  is  that  it  is 
very  easy  to  tell  whether  you  do  indeed 
have  Half-Bright  mode.  The  demo  in  fact 
tells  you,  by  either  plainly  displajing 
some  text  confirming  that  your  Denise 
chip  does  support  Half-Bright  mode,  or 
the  lack  of  text  showing  that  your  Amiga 
does  not  have  Half-Bright  mode.  All 
Amiga  500s  and  2000s  do  have  Half- 
Bright  mode  supported  in  the  Denise  chip 
(only  some  1000s  lack  Half-Bright  mode  i. 

Marketroid:  by  Leo  Schwab 

Leo  has  been  known  for  adding  a  sense 
of  humor  to  his  gi-aphic  demos  and  graph- 
ic display  hacks,  but  he  really  outdid  him- 
seff  with  Marketroid!  This  demo  is  of  a 
non-existent  game  called  "Marketroid" 
which  is  styled  after  the  arcade  game  Ro- 
botron  2084,  but  that's  where  the  similar- 
ity ends.  The  basic  premise  of  Marketroid 


is  that  you  are  transformed  into  a  comput- 
er nerd  with  supercomputing  power,  and  it 
is  your  job  to  save  the  last  real  hackers 
(the  original  design  team  of  Amiga,  Inc.) 
fit)m  the  competition's  "Marketroids." 
The  only  thing  I  mil  say  about  this 
demo  is  if  this  game  actually  came  into 
being  (which  is  very  doubtfiil,  since  I 
doubt  that  any  company  would  have  the 
guts  to  market  such  a  controversial  prod- 
uct), it  might  very  well  sell  over  50,000 
copies  in  the  first  month.  If  you  are  one  of 
the  original  Amiga  1000  purchasers,  I 
think  you  will  understand  this  statement. 

VCheck:  by  Bill  Koester 
VinisTest:  by  Craig  Bowen 

A  few  months  ago  in  Europe  some 
prankster  created  an  Amiga  progi-am  that 
would  replace  the  boot  block  of  any  disk 
with  a  virus  program.  The  virus  program 
wasn't  intended  to  do  anything  except  dis- 
play an  annoying  message  aiter  you  boot- 
ed that  disk  a  certain  number  of  times, 
and  of  course  pa^  the  virus  program  onto 
other  disks.  What  was  even  worse  is  that 
once  the  virus  program  was  resident  in 
memory,  it  would  make  sure  that  a  warm 
boot  would  not  harm  it! 

As  for  the  intended  harmlessness  of  this 
virus  program,  if  it  should  happen  to 
overwrite  the  boot  block  on  any  Amiga 
disk  that  has  a  custom  format  (i.e.,  some- 
thing besides  the  standard  AmigaDOS 
file  format),  that  particular  disk  will  be 
trashed  permaneritly.  Some  commercial 
games  and  other  progi'ams  use  custom  file 
formats.  Needless  to  say,  the  Amiga  disk 
virus  can  be  deadly. 

These  are  two  programs  that  can  warn 
you  if  the  virus  is  present.  VCheck  checks 
to  see  if  a  particular  disk  is  infected  with 
the  virus,  while  VirusTfest  checks  to  see  if 
the  virus  progi-am  is  resident  in  memory. 
What  can  you  do  if  the  vii-us  pjiogi-am  is 
present?  Well,  if  it  is  in  memory,  just  shut 
off  the  computer!  Do  not  perform  a 
CTRL'AMIGA/ AMIGA;  you  must  turn 
the  power  off,  As  far  as  an  infected  disk 
goes,  all  you  have  to  do  is  to  use  the  Ami- 
gaDOS INSTALL  command  on  that  disk. 
If  it  is  a  standard  AmigaDOS  disk,  this 
will  free  that  disk  of  the  virus. 

RGB:  by  Joel  Hagen 

Here  is  the  second  demo  created  with 
the  commercial  slideshow/animation  pro- 
gram The  Director  (the  first  was  the  Probe 
demo,  reviewed  in  the  December  1987  in- 
stallment of  this  column).  Although  this 
demo  is  much  shorter  in  length  than  the 
Probe  demo,  RGB  is  very  nice  and  very 

Continued  on  jmgc  104 


COMMODORE  IVIAGAZINE     101 


AM  I  G/^UPD  ATE 

AmigaBASIC  lUtorial 

Working  with  Gadgets 

A  short  program  demonstrates  difficult  areas  of  AmiftaB.ASIC,  offering  hoth  tips 
on  confasing  areas  and  tricks  to  make  your  life  easier.  Rather  than  ;ui  iirticle 
followpd  by  a  program,  we  have  tombined  them  for  the  «ike  of  daritv. 


'  Back  in  November  of  '87,  we  took  a    look  at  how  to  use  the? 

'  buitt'^in  rnCuition  aystem  library  to  croate  actual  systora 

■  Requesters.   This  time  out,  let's  examine  the  structure  of 

'  system  Gadgets  and  create  tliem  from  within  an  AmigaBASIC 

'  program, 

"  To  start  things  off,  we'll  set  up  the  variable  types,  DIH 

'  the  necessary  arrays  and  then  open  the  appropriate 

'  libraries,   in  this  instance,  as  with  rei^uesters,  we  will 

'  Reed  both,  the  intuition  library  and  the  exec  library. 

'  Intuition  will  supply  us  with  the  necessary  functions  to 

'  create  and  manipulate  the  gadgets,  while  exec  supplies  us 

'  with  the  functions  to  allocate  memory  and  then  release  it 

'  when  we  finish.   We  will  use  graphics. 1 i brary  simply  to 

'  allow  finer  control  over  our  display. 

WINDOW  CLOSE  1 
DEFINT  »-?. 

TRUE   "    -1    :    FAl.SK    •    B 
Okay    ■    FALSE 

LIBRARY  "exec. library" 
LIBRARY  "intuition, 1 ibrary" 
LIBRARY  "graphics . library" 

DSCLARE  FUNCTION  AllocKenl  LIBRARY 

GadCnt  '  10  '  We  will  create  10  Gadgets 
HemTypet  =  655391 

Din  RpidI  ,Hpii<l) 

'  The  following  arrays  will  hold  the  data  pointers  for  our 
'  calls  to  the  various  intuition  functions  involved  with 
'  creating  and  manipulating  gadget  data, 

'  Cadi  (I       is  the  address  of  each  gadget  structure 

'  strHuft  is  a  pointer  to  the  buffer  for  the  String  gadgets 

'  Speclnfo&n  is  a  pointer  to  the  .'Ipecial  Info  structure  for 
'  the  String  gadgets. 

DIM  Gadt (GadCnt) ,StrBufi (GadCnt; .Speclnfos (GadCntI 

*  Now,  let's  create  our  display  by  opening  a  window, 

*  create  the  Window  and  Rastport  pointers  and  then  use 

'  standard  AmigaBASIC  graphics  statements  to  create  our  gadget 
'  buttons  and  data  entry  areas. 

Display 

Now  that  the  screen  looks  the  way  we  like,  let's  use  a  call 
to  our  gadget  creation  SUB  PROGRAM  to  create  each  of  the 
gadgets  that  we  will  use.   The  parameters  are  passed  as 

f 01  lows : 

MakeGad  NUMBER, LEFT  EDGE, TOP  EDGE , LENGTH , HEIGHT, TYPE , 
NUMBER  OF  CHARACTERS, NUMBER  SHOWN, NEXT  GADGET 

Some  of  these  items  are  self  explanatory,  but  others  should 
be  qiven  a  bit  of  comment.   The  values  passed  as  TYPE, 
KUriBEH  OF  CHARACTERS  and  NUMBER  SHOWN  aren't  easy  to  follow 
from  their  names, 

TYPE  refers  to  what  kind  of  GADGET  it  is.   The  CHOICES  are 
BOOLEAN  -  0,  PROPORTIONAL  -  1  or  STRING  -  .1 
BOOLEAN  is  of  the  YES/NO  vairlety,  proportional 
gadgets  are  the  sliders  in  Preferences  and  STRING  is 
just  what  the  name  implies. 

NUMBER  OF  CHARACTERS  is  the  MAXIMUM  numbec  Of  characters 
the  user  may  enter  into  the  gadget. 
This  number  doesn't  have  to  be  the 
same  size  as  the  NUMBER  SHOWS, 

NUMBER  SHOWN  is  the  number  of  characters  in  the  StrBufiO 
memory  that  are  actually  displayed.  This 
number  can  be  smaller  than  the  maximum  number 
of  characters  allowed.   The  string  gadget  will 
scroll  characters  as  necessary  left  OH  right. 


String  Gadgets 

MakeGad  1,8,8,104,8,4,37,41,2 
MakeGad  2,3,24,384,8,4,37,41,3 
MaKeGad  3,8,48,304,8,4,37,41,4 
MakeGad  4,8,56,304,8,4,37,41,5 


MakeGad  5, B , 72 , 304 , B  ,4 , 37 , 41 ,« 

MakeGad  6,8,98,192,8,4,24,41,7 

MakeGad  7, 216 , S9 , 2H , 8 ,4, 3 , 3,8 

MakeGad  8,252,68,52,8,4,6,11,^ 

Boolean  Gadgets 

MakeGad  9,5aa,25,65,14,l,B,fl, Ifl 
MakeGad  IB, 5B0 , 58 , 65, 14 , 1 , 0, 0 ,0 

Now,  let's  watch  for  one  of  the  two  Boolean  gadgets  to  be 
hit.   To  do  this,  we  monitor  the  I2th  and  J3th  bytes  cf  our 
gadget  structures  |Gad6(91  and  Gadsllflll  to  see  if  bit  9  of 
the  pair  (16  bits  total  -  numbered  9  to  15)  is  set.   The 
String  Gadgets  are  self  controlled,  and  don't  have  to  be 
watched.   The  program  will  suspend  itself  until  you  either 
hit  return  or  cause  another  event  to  occur  (i,e,  another 
gadget  hit  or  menu  operation). 

If  you've  entered  anything  in  the  string  nadgets,  the 
FixData  routine  will  build  a  string  that  BASIC  can 
manipulate.   This  is  done  whenever  you  select  the  "Enter" 
gadget , 

If  you  select  the  "Rye  I"  gadget,  the  program  will  shut  down 

the  window  and  screen,  free  up  the  allocated  memory  and  then 
shut  itself  down. 


PEEKW  looks  at  two  consecutive  bytes 

We  examine  the  Activation  bytes  for  activity 

Gl  -  PEEKWICadt (91+12) 
G2  "  PEEKWICadt (181*12) 

If  selected,  bit  8  is  set  (2"8  or  128) 

IF  Gl  AND  128  THEN 

GOSUB  FixData 
ELSEIF  G2  AND  12B  THEN 

Cleanup 

END  IF 
WEND 


LOCATE 
FOR  cnt 
Oats  [< 
Char 
WHILE 
Oat 
Cha 
WEND 
NEXT  en 
LOCATE 
FOR  cnt 
PRINT 
NEST  an 
LOCATE 
FOB  cot 
PRINT 
NEXT  en 
RETURN 


14,1  :  COLOR  II  :  PRINT  "Hang  on.,," 

1   TO  a 
cnt)    -   "" 
d 
PEEK  (StrRufi  (cnt)  •►Charl    <>   B 
Stent)     "    DatSlcnt)     t    CHH5  (PEEK  l.'itrBu  fi  (cnt) 'Ch.ir)  1 
r    =    Char    +    1 


15,1    :    COLOR    14 
=    1    TO    8 
SPACES (69) 

15,1 
=   I   TO   a 
DatS(cntl 


SUB  Display  STATIC 
SHARED  RpS  0 ,Wps () 

SCREEN    1,640,200,4,2 

WINDOW    1, "Intuition   Gadgets" , (0, 0 )- Ifi 31 , 186 ) ,8 , I 

RpKl)     '    WINDOW(a)     :    Wpi(l)     '    WIND0W(7I 

PALETTE  0,0,8,0 

PALETTE  1,3/16,7/16,13/16 

PALETTE  2,a, 5/16, 13/16 

PALETTE  3,9/16,11/16,0 

SetDrHdi  Rpl (1 ) ,0 

'  The  following  set  of  LINE  statements  are  what  would  te 

'  considered  our  border  structure.   In  C  or  Assembler,  we 

'  would  have  had  to  create  the  data  structure.   In  AmicaBASIC, 

■  we  take  advantage  of  the  built  in  graphics  functions. 


102  MARCH  1988 


AmigaBASIC  Tutorial- 


First  String  Gadget 
LINE(3,5)-(3fl6,18| ,4,bf 
LINE(5,6)-(304,17) ,fl,b 
LIME (7. 81- (3B2,15),0,bf 

Second  String  Gadget 
LINE(3,2I)-(3e6,341 ,9,bf 
LINE(5,22)-(3B4, 33| ,B,b 
LINE(7,24)~(3O2,3!).0,bt 


t.INE(3,37)-(3Q6,5Bl,9,bf 
LINE(5,38)-(3e4,49) ,e,b 
LINE (7, 48) -(332, 47), a, hf 

LINE (3, 51) -(3  36,66), 9,  bf 
LINE  (5,54)-  (394,65)  ,[!,b 
LINEi7,56)-(3B2,63) ,B,bf 

i:,INE(3,69>-  (3aS,82|  ,9,bf 
LINE(5,7B)- (384,81) ,e,b 
LINE(7,72)- (302, 79), a, bf 

LINE (3, 85)- (288,98) ,9,  bf 
LINE(5,S6)- (206,97) ,B,b 
LINE  (7,8a).(21J4,95),fl,bf 

LINE (211, 85) -(237, 98) ,9,bf 
LINE(213,86)-(235,97) ,e,b 
LINE(21S,8B)-(233,95) ,e,b£ 

L:NE(24a,85)-(3  96,9e),9,bf 

LINE(242,86)-(304,97),8,b 

LINE{244,Ba)-(3B2,95),J,bf 

Boa leanGadg&ts  t 

LINE(5BB,25)-(56  4,3S),4,bf 
LINE (532, 26)- (56 2, 37), 9, b 

LINE (530,53)- (564,63) ,9, bf 
LINE  (532, 51  I -(562, 62), 3, b 

'  Our  Intuitext  stcuctur^s.   Much  simpler  this  way! 

Moves  Rpt  (11  ,5136,3'(6 
Print  "EntGr" 
HDvet  Bps (11 ,519s, 591 
PRINT  "Bye  I" 
SetDrMdS  Etps  (1)  ,1 

END  SUB 

SUB  MakonatKri,!  ,t,w,h,  type, V, max, nutl    static 

SHARED  Wpt  II  ,Gadt  ()  ,SpecInfoS  ( )  ,  S  t  r  Bl]  f  6  ( ) 
SHARED  MemTypet 


Gads (n) 


AllocMems (48,MemTypeS) 


KttBufSfnl  =  AllocMems 164, MemTypeS) 

SpecInfaS  (Tl)  ^  AllocMemA  (64  ,HeniType&) 

IF  type  <>    4  THEN  S6  =  a  ELSE  Ss  =  SpecTnfoi(n) 

When  allocating  memory  with  the  AllocMems  function.  It  is 
always  simplest  ti  specify  memory  sizes  in  increments  of 
eight  bytes.   If  we  don't,  exec  will  increase  out  requested 
amount  to  the  next  higher  multiple  of  eight,  anyway. 


Gadget Structure: 


POKEL 
POKEH 
POKEW 
POKEW 
POKEW 
POKEW 
POKEW 
POKEW 
POKEL 
POKEL 
POKEL 
POKEL 
POKEL 
POKEW 
POKEL 


Gads [ n) ,nxt 
Gads (n)t4, 1 
Gads (n) t6,t 
GadKn)  t8,u 
GadS(n) tIB,h 
Gads(n)+12,a 
Gads (n)+14,l 
Gads (n)+16, type 
Gads  in) *lB,a 
Gads  (ii)'-22,B 
Gads (n) +26,3 
Gads (n)*39,a 
Gads (n)*34 ,SS 
Gads (nl+38,n 
Gads {n)*iB,2 


points  to  next  gadyet 

left  edge 

top  edije 

width  of  gadget 

height  of  gadget 

flags  [see  see  above) 

Activation  type 

Gadget  type  (1,  3  or  4) 

Gadget  render  (bordersl 

Select  render  (images) 

iiatuitejct 

Mutual    exclude 

Special    Info 

Gadgetin 

UserData  (not  used  here) 


'  Of  the  above  items,  gadget  render,  select  render  and 

■  intuitejct  can  actually  created  easier  using  built-in 

*  AmigaBASTC  functions  rather  than  attempting  to  create  the 

'  structures  that  are  used  normally  in  C  and  Assembly 

'  programming.   The  borders  are  created  using  LINE  functions 

'  while  intuitext  is  created  using  PRINT,   simple,  huh?  The 

'  images  item  would  be  used  if  we  wanted  to  use  an  alternate 

'  image  when  the  gadget  is  selected. 

SpecInfoStructure: 

IF  type  =  4  THEN  '  if  it's  a  STRING  gadget 


POKEL  SpeclnfoKn)  .StrBufsml 
POKEL  Speclnfot (n) +4,8 
POKEH  SpecInfoS (n) +8,8 
POKEW  speclnfos (n> tlB,max 
POKEW  Speclnfos (n)+12, 9 
POKEW  specInfoS(n)*14,B 
POKEW  Speclnfos (n)+16,B 


Duffer 

Undo  buffer 

position  to  start 

max  characters 

display  position 

Undo  position 

current  number  cE  chars 


number  of  visible  chars 
Current  number  displayed 
CLeft  (left  offset) 
CTop  (top  offset) 
Layer  (we  use  default) 
Longint  (holds  value) 
Alternate  Keymap  (none) 


POKEW  Speclnfol  (n)  H8,v 
POKEW  Speclnfos (n)+20,0 
POKEL  Speclnfos (n) +22,9 
POKEL  SpecIntos.(nl  *2G,9 
POKEL  Speclnfos (nl t3B, a 
POKBt  Speclnfos (nl +34,0 
POKEL  Speclnfos (n)+3a,0 


AddGadgetS  Wps (1 ) ,Cads (n) ,n 
END  SUB 


SUB  Cleanup  STATIC 

SHARED  WpsO  ,GadCnt,Gads  (]  ,EpccIn  fos  ()  ,S  trBuf  S  () 

WINDOW  CLOSE  1 
SCREEN  CLOSE  I 
rOF  cnt  =  1  to  GadCnt 

FreeMemS  Gads (cnt), 48 

FreeMcmS  StrBuf S f cnt) ,64 

FreeMems  Speclnfos (cnt) ,64 
NEXT  cnt 
LIBRARY  CLOSE 
REM  SIGNORE  OK 

WINDOW  1, "BASIC", (O.B)- (617, 186), 31,-1 
REM  SIGNORE  OFF 
END 


:f  this  type  of  programming  strikes  you  as  your  way  to  do 
;hings,  I  would  strongly  suggest  t))at  you  look  into  the 
■ollowing  two  books: 

Amiga  Programmer's  Handbook,  VOL  I 

Eugene  Mortimote  SYBEX   .524.95 


Inside  The  Amiga 
John  Thomas  Berry 


S22.95 


If  you  understand  the  basic  aspects  of  what  is  being 
presented  hero,  these  two  books  will  allow  you  to  go  even 
deeper  into  intuition  (and  the  other  libraries)  and  create 
exceptional  programs  in  AmigaBASIC. 

m  our  next  installment,  we'll  take  all  of  the  sections  that 
I  have  covered  in  this  series  and  create  a  small  data  base 
that  is  fully  Amiga-tized,  as  1  discussed  in  last  month's 
article  on  Style.   Until  then... 


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Just  look  at  these  features: 

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COIVIfVIODORE  MAGAZINE     103 


Amiga  Public  Domain  Update 

Continued  from  page  10! 
funny!  This  demo  was  the  grand  prize 
winner  in  the  BADGE  Killer  Demo  con- 
test. This  demo  requires  one  megabyte  in 
order  to  run  from  CLI,  and  1.5  MB  if  you 
would  like  the  luxury  of  running  RGB 
from  Workbench. 

Zeus:  by  Greg  Tbadilas  and  Jay  Dawes 
Here  is  another  one  of  the  winners  in 
the  BADGE  Killer  Demo  Contest.  If  you 
have  seen  the  Amiga  500  Tfest  Flight  Vid- 
eo or  the  Amiga  500  TV  commercial,  you 
have  seen  this  stunning  demo.  Since  there 
are  only  three  graphic  demos  shown  in  the 
entire  Amiga  500  TV  commercial  lone  of 
them  naturally  being  the  Juggler),  I  think 
you  can  figure  out  which  demo  Zeus  is. 
This  demo  also  requires  a  megabyte  of 
memoiy  in  order  to  run. 

Amoeba  Invaders;  by  Latenight  Develop- 
ments Corp. 

For  those  of  you  who  still  love  the  clas- 
sic arcade  games,  now  you  can  play  a 
faithful  replication  of  Space  Invaders  on 
your  Amiga.  This  Amiga  version  adds  col- 
or and  digitized  sounds  to  the  original  ver- 
sion. You  can  use  the  joystick,  mouse  or 
even  the  keyboard  to  play  Amoeba  Invad- 
ers. Kyou  use  the  keyboard,  you  can  de- 


fine the  movement  and  fire  keys  to  what- 
ever pleases  you. 

Keep:  by  Tim  Grantham 

Amiga  modem  addicts  should  welcome 
this  program.  If  you  capture  many  mes- 
sages at  once  for  off-line  reading  later, 
Keep  can  become  very  convenient.  Keep 
allows  you  to  tag  certain  messages  in  a 
capture  file  for  later  saving.  Once  you 
have  gone  through  all  the  messages  in  the 
capture  file,  Keep  will  save  all  the  tagged 
messages  as  a  separate  text  file.  The  origi- 
nal capture  file  is  not  molested.  Keep  will 
actually  work  with  any  text  file  that  has 
lines  of  fewer  than  120  charactere  each 
and  has  sections  of  text  started  off  with  a 
header  string  that  never  changes. 

LED:  by  Mark  Riley 

It  is  known  that  the  sound  coming  out 
of  the  Amiga  is  often  degraded  by  the  low- 
pass  filter  that  filters  all  audio  output 
starting  at  7  KHz.  The  filter  was  original- 
ly installed  to  eliminate  possible  aliasing 
that  can  occur.  However,  aliasing  doesn't 
occur  ofisn  in  the  real  world  of  Amiga 
sound,  so  the  low-pass  filter  is  more  of  a 
menace  than  a  help,  Commodore  made  a 
slight  alteration  on  the  Amiga  500  and 
2000  that  allows  the  low-pass  filter  to  be 


disabled  via  software.  Well  LED  is  a  pn> 
gram  that  allows  you  to  actually  aim  off 
the  low-pass  filter  You  may  have  been 
amazed  by  the  Amiga's  sound  capabilities 
before,  but  you  still  haven't  heard  the 
Amiga  at  its  best  yet! 

Next  month  I  wiU  cover  the  rest  of  the 
BADGE  winning  demos,  plus  many  other 
programs.  I  have  already  collecteil  over  a 
dozen  good  Amiga  public  domain  pro- 
grams to  review.  So  even  if  I  am  unlucky 
enough  to  receive  no  new  Fish  or  AMI- 
CUS disks  in  the  next  couple  of  wseks,  the 
April  column  will  still  be  a  huge  one. 

As  always,  1  can  be  reached  in  the 
Amiga  Zone  on  PeopleLink  (ID:  G  KIN- 
SEY),  or  on  the  IDCMP  BBS  m")  769- 
8444, 8  p.m.-8  a.m.  If  you  have  written  a 
public  domain/shareware'freely  distribu- 
table program,  or  have  obtained  one  that 
you  think  is  worth  mentioning  to  all 
Amiga  owners,  please  attempt  to  contact 
me  or  write  to  Commodore  Magazine.  See 
you  next  month. 

Fish  disks:  For  a  catalog,  send  a  SASE 
and  four  loose  stamps,  or  $1  to:  Fivd  Fish, 
1346  W.  10th  Place,  Tempe,  AZ  85281. 
AMICUS  Disks:  $7 per  disk,  or  send  $1  for 
a  catalog  to:  PiM  Publications,  P.O.  Box 
869,  Fall  River,  MA  02722.  Q 


Adventure  Road 

Continued  from  page  50 

is  pre-set  for  "attack  monster,"  which  sim- 
plifies combat  commands  (often  the  most 
bewildering  part  of  a  dedicated  role-play- 
ing game).  Furthennore.  ftmction  keys 
are  player-definable  so  you  can  create 
youi'  own  adventure  macros.  On  the 
Amiga  you  can  click  on  an  adjacent  loca- 
tion with  the  mouse  instead  of  typing 
"west,"  and  you  can  undo  youi-  previous 
action  (even  if  it  killed  you).  Both  the  128 
and  Amiga  versions  offer  a  four-color  dis- 
play and  show  your  character's  attributes 
wiiji  a  bar  chart. 

In  1984 1  asked  Marc  Blank,  one  of  Info- 
com's  founders,  why  they  didn't  install  a 
feature  that  would  draw  the  map  on- 
screen while  you  played.  'Isn't  that  what 
computers  are  supposed  to  do,"  I  reasoned, 
"the  drudgework  like  mapping?"  Three 
years  later,  auto-mapping  is  a  reality.  Re- 
presenting your  cuiTent  location  and  visi- 
ble exits,  boxes  and  lines  now  fill  the  top 
right  part  of  the  screen,  and  an  indicator 
pinpoints  your  whereabouts.  Once  you've 
visited  an  adjoining  location,  it  is  added  to 
the  map  of  the  immediate  area.  You've 
still  got  to  draw  one  on  paper,  but  this 
makes  it  much  easier.  (Some  mazes  and 
outdoor  areas  are  randomized,  using  the 


same  locations  but  arranged  differently  in 
each  new  game.)  A  Zoom  feature  lets  you 
zero  in  on  the  nearest  areas,  and  you  get  a 
general  map  of  Quendor  with  the  game. 

The  story  begins  near  a  small  town, 
where  you  should  explore  the  Rusty  Tkv- 
em's  wine  cellar  before  venturing  across 
the  countryside.  A  return  to  Accardi-by- 
the-Sea,  first  visited  in  Enchanter,  is  in       ! 
store.  Remember  how  hard  it  was  to  get 
out  of  the  Enchanter's  Guild  there?  Now 
the  problem  is  getting  in.  Other  high-         | 
lights  of  this  journey  include  the  town        i 
Thriff,  where  Cardinal  Tbolbox  needs  help  , 
against  the  deadly  Christmas  Tree  mon-     } 
sters  and  a  ride  on  an  elevated  skyway  to   l 
find  the  Crocodile's  Tbar,  an  immense  sap- 
phire hidden  in  a  jungle  filled  with  savage 
bloodworms. 

By  weaving  the  two  game-styles  togeth- 
er in  unexpected  patterns,  Moriarty  has 
crafted  a  well-balanced  game  that  will  ap- 
peal to  fans  of  Ultiina-styh  games  who've 
never  played  (or  didn't  enjoy)  text  adven- 
tures, as  well  as  to  hard-core  Infocom  fans 
who  rarely  (if  ever)  stray  into  role-playing 
territory.  Moriarty  is  as  funny  as  ever, 
stocking  the  witds  with  monsters  that  par- 
ody the  usual  ores  and  trolls:  instead  of 
wielding  a  sword,  the  Cruel  Puppet  "re- 


cites your  nightly  personal  habits  in  ex- 
cruciating detail." 

Though  Nord  and  Bert  doesn't  work  (for 
me,  at  least),  Inforom's  other  experiments 
have  expanded  the  horizons  of  adventure- 
dom  in  ways  bound  to  please  hard-core  ad- 
venturers and  likely  to  attract  new  ones. 
The  only  drawback  is  that  Hearts  is  the 
only  one  available  for  the  64.  If  yc>u're  an 
Infocom  aficionado,  you  should  definitely 
get  hold  of  a  128,  because  all  their  games 
won't  be  released  for  the  Amiga. 

Clues  of  the  Month 

Nord  and  Bert  is  the  first  Infoccm  game 
with  built-in  InvisiClues,  so  you  cm  just 
type  "hint"  for  help.  But  you  may  need 
some  with  one  of  the  gamestoppets  in 
Plundered  Hearts,  which  occurs  ir  the  li- 
brary. Get  the  jcv,  then  take  the  dqqm 
(vtgcvkug  qh  rqygt).  When  the  intidg  ap- 
pears, consult  something  that  canie  with 
the  game  for  a  clue  (vqwej  uv  ukpkuvtc). 
In  Beyond  Zork,  urwgga  oquu  in  the  wine 
cellar  to  boost  dexterity  so  you  can  get  the 
wine  bottle.  For  light  when  your  huitem 
goes  out,  use  the  cowngv.  (Fiiead  twpgu 
through  ykpg).  Hang  out  in  the  Rusty 
Cellar  for  clues  in  the  conversation. 
(Count  back  two  letters  to  decode  clues.)  m 


104    MARCH  1988 


Videoscape  3D 

Conliii  lied  from  page  J8 
left  or  right,  up  or  down,  and  back  and 
forth  it  is  from  the  zero  point.  If  you  are 
comfortable  with  3D  geometry,  this  is  no 
problem.  If  you  aren't  geometry-literate, 
you're  probably  conflised.  Congratulations 
and  welcome  to  the  VS3D  experience. 

Recognizing  that  script-based  object  de- 
sign requires  long  hours  with  graph  paper 
and  a  flexible  brain,  Aegis  has  included 
three  program  modules — EGG,  Designer 
3D  and  OCT — to  make  object  creation  a 
little  easier. 

EGG  (Easy  Geometry  Generator)  pro- 
duces standai-d  shapes — box,  sphere,  cone, 
cylinder  and  even  a  fractal  patch  (for  ir- 
regular ground  or  mountains) — in  sizes 
and  proportions  specified  by  the  user. 

Designer  3D  (D3D)  is  an  enhanced  ver- 
sion of  Colin  French's  public  domain  ROT 
program.  Three  on-screen  windows  pro- 
vide front,  side,  top  or  bottom  views  of  an 
object  in  progress.  You  use  the  mouse  to 
click  points  into  the  boxes  and  shape  the 
object.  D3D  objects  can  be  created  and 
then  converted  into  VS3D  objects.  Unfor- 
tunately, you  cannot  edit  VS3D  objects 
with  DSD. 

OCT  (Object  Composition  Tbol)  provides 
you  with  the  ability  to  load  one  or  more 
ready-made  objects  and  transform  or  com- 
bine them  into  a  single  new  object.  With 
OCT  you  will  be  able  to  create  3D  objects 
of  unusual  complexity.  The  problem  here 
is  that,  like  the  rest  of  VS3D,  OCT  re- 
quires a  sophisticated  understanding  of 
3D  geometry  in  order  to  join  or  change  ob- 
jects. Like  EGG  and  D3D,  OCT  really  isn't 
friendly;  it's  just  a  bit  less  complex  than 
writing  an  object  script  file. 

When  the  time  comes  to  immortalize 
those  precious  animations,  professionals 
will  want  to  save  them  on  a  hard  disk, 
frame  by  fi^ame,  and  later  assemble  the 
images  into  a  video  animation  using  a 
single-frame  video  recorder  VideoScape 
claims  a  number  of  ways  to  accomplish 
this,  including  using  the  Amiga  to  control 
the  frame-stopping  of  a  single-frame  re- 
corder. 

For  those  who  lack  access  to  expensive 
single-frame  recording  equipment,  Aegis 
has  provided  a  fifth  module:  Gary  Bon- 
ham's  PlayANM.  This  utihty  will  play 
back  the  ANIM  files  in  real  or  near-real 
time  for  direct  video  recording.  Because  of 
the  data  compressing  of  the  AMM  stan- 
dard, it  is  possible  to  reproduce  anima- 
tions that  would  not  otherwise  fit  in  avail- 
able RAM.  By  playing  several  ANIM  files 
in  sequence  and  editing  them  together, 
the  user  can  make  extended  animations 
without  single-frame  equipment. 


The  User  s  Guide  accompanying  VS3D 
is  sometimes  confusing,  particularly  for 
beginners,  but  on  the  whole  it  deals  effec- 
tively with  the  sophisticated  ideas  and 
terminology  behind  VS3D.  Where  it  errs 
is  in  its  order  of  presentation.  Aflsr  ex- 
plaining how  to  load  the  program,  the 
manual  details  every  aspect  of  Video- 
Scape's  four  modules.  Finally,  in  Chapter 
10,  the  manual  gets  around  to  guiding  the 
user  through  a  sample  animation.  It's  like 
explaining  how  to  play  football  without 
letting  a  student  near  the  field.  A  reorder- 
ing of  chapters  and  the  addition  of  materi- 
al dedicated  to  the  training  of  the  raw  be- 
ginner might  have  eased  some  of  the 
stumbling  blocks  in  the  program. 

VideoScape  3D  is  a  complex  and  intri- 
cate program  largely  because  of  the  prob- 
lems in  conceiving  and  designing  fiilly-di- 
mensional  objects.  Realistically,  Aegis  De- 
velopment can't  be  held  to  task,  because 
three-dimensional  geometry  is  a  difficult 
concept  to  master,  much  less  manipulate. 

At  the  same  time,  A^s  might  have  as- 
sembled a  more  integrated  and  helpful  set 
of  tools  to  create  3D  objects.  The  current 
array  of  utilities  doesn't  go  far  enough  in 
helping  the  animator  through  this  geo- 
metric ordeal,  in  defense  of  Aegis,  howev- 


er, the  company  has  left  the  programming 
door  open  for  others  to  produce  friendlier, 
more  powerful  utilities  for  object  d^ign. 
In  fact,  third-party  programmers  are 
preparing  ways  to  move  object  files  to 
VS3D  from  other  three-dimensional  ren- 
dering programs  such  as  Byte  by  Byte's 
Scidpt3-D, 

WTiat  is  less  forgivable  in  VideoScape  is 
its  passion  for  the  guru.  A  few  false  moves 
in  the  generation  of  objects  in  animation 
and  the  Amiga  derails  in  a  non-recover- 
able system  crash.  Although  experienced 
VicfeoScape  3D  users  will  become  skillful 
enough  to  reduce  the  number  of  visits 
with  the  guru,  beginners  should  antici- 
pate many  frustrating  "meditations"  be- 
fore they  begin  to  master  the  ins  and  outs 
of  the  program. 

The  message  is  not  to  underrate  Video- 
Sccqx  5Z)  as  a  layman's  art  utihty  any 
more  than  you  would  mistake  its  breath- 
taking animations  for  amateur  scrib- 
blings.  The  demands  of  this  program  are 
just  as  formidable  as  its  results.  The 
price  may  suggest  an  upscale  hobbyist's 
,  plaything,  but  VideoScape  3D  is  truly  a 
low-priced  professional  tool  that  has  the 
potential  to  put  the  Amiga  at  the  forefront 
of  high-quality  computer  animation.       g 


A  Powerful  Wordprocessor 

for  the  Commodore  128® 


^Mfm^ 


Selected 

I  for  the  1987 

CES  Softvirare 

Showcase 

Award. 


From  the  author  of  Fbntmaster  II  comes  Fontmaster  128, 

an  enhanced  version  for  the  Commodore  128.  This 
powerful  word  processor  with  its  many  different  print 
styles  (fonts),  turns  your  dot  matrix  printer  into  a  more 
effectual  tool.  Term  papers,  newsletters,  and  foreign 
languages  are  just  a  few  of  its  many  applications. 

*  Program  disk  with  no  protection  -  uses  hardware  key 

*  Supplement  disk  mcludes  foreign  language  fonts 

*  56  Fonts  ready  to  use 

*  Font  editor/creator  included 

*  On  screen  Font  preview  ^ 

*  80  column  only  $69.95 

*  Supports  more  than  110  printers 

*  Includes  a  102,000  word  Spell  Checker 

Commodore  128  is  a  registeied  trademark  of  Commodore  Business  Machmes.  Inc 
M^lwG     Inc.  2804  Arnold  Rd,  Salina,  Ks.  67401  (913)  827-068S 


oM 


COMMODORE  MAGAZINE     105 


Amiga  Software  Reviews/WordPerfect 

Continued  from  pg.  36 

lection,  justification,  spacing,  window,  etc.) 
which  ^lows  you  to  simply  type  and  save 
or  print  documents.  Because  of  this  you 
don't  have  to  delve  deeply  into  the  docu- 
mentation until  you  want  or  need  to  de- 
fine macros,  use  multiple  headers  or 
math/column  features,  mix  type  styles,  in- 
stall directory  or  system  pathways,  or 
merge  information. 

WordPerfecfs  options  are  easily  ac- 
cessed by  both  the  mouse  or  keyboard.  I 
think  this  dual  input  control  will  please 
both  newcomers  (who  will  be  able  to  intu- 
itively hunt  and  select  features  fi"om  the 
pull-down  menus)  as  well  as  experienced 
typists  who  prefer  the  more  traditional 
keyboard  controls.  Because  each  menu  op- 
tion lists  the  keystroke  command's  equiv- 
alent, most  mouse  users  will  unconscious- 
ly learn  and  probably  switch  to  the  key- 
txiard  commands  as  they  become  familiai- 
with  the  word  processor. 

While  I  like  the  keyboard  strokes  for 
entering  text,  I  have  found  the  mouse  can 
actually  save  me  time  when  editing  a  doc- 
ument. This  truth  proved  itself  the  first 
time  I  edited  a  text  file  downloaded  from 
CompuServe's  Amiga  Forum.  Before 
WordPerfect,  editing  and  reformatting  a 
text  file  filled  with  "hard  return"  codes 
was  a  boring  and  time  consuming  nui- 
sance. But  by  using  WordPerfecfs  mouse 
control,  deleting  unsightly  code,  reformat- 
ting the  text,  moving  and  removing  blocks 
of  text  (though  still  monotonous),  is  much 
faster  than  via  the  keyboard. 

While  I  am  delighted  with  the  product, 
there  are  things  about  WordPerfect  1 
would  change.  For  instance,  I  found  some 
of  its  features  oddly  located.  The  program 
uses  the  ten  function  keys  to  access  the 
main  commands  (a  hold  over  firim  the  pro- 
gram's IBM  roots).  But  the  Spell  and  The- 
saurus features  which  I  mentally  combine 
are  physically  separated  on  the  keyboard, 
lb  access  the  Speller  you  must  prras 
CTRL  vAih  F2,  but  to  get  to  the  Thesau- 
rus you  must  press  ALT  and  Fl .  The  same 
poor  logic  was  used  to  assign  the  List  File 
command  as  F5  and  the  Date  function  as 
SHIFT  and  F5.  lb  minimize  the  confusion 
of  these  arrangements,  the  program  pack- 
age comes  with  a  plastic  insert  which  fits 
the  cavity  above  the  function  keys  and 
lists  all  the  commands  assigned  to  those 
keys.  A  separate  fold-out  reference  card 
lists  all  of  the  keyboard  strokes  required 
to  summon  all  of  the  logic  used  by  Word- 
Perfecfs programmers  in  assigning  option 
keys — I  deeply  appreciate  all  the  features 
they  included. 

Let  me  quickly  add  that  you  can  reas- 


sign commands  via  the  Macro  Define  op- 
tion. For  instance,  I  am  accustomed  to  us- 
ing the  COMMODORE  key  and  "B"  to  de- 
fine text  as  bold  type  on  my  other  word 
processors. 

Users  of  other  versions  of  WordPerfect 
will  have  no  trouble  at  all  moving  over  to 
the  Amiga  version.  The  program  even 
comes  mth  plastic  overlays  to  put  on  the 
numeric  keyboard  to  mark  the  keys  like 
those  of  an  EBM  AT.  When  you  are  using 
WordPerfect,  the  numeric  pad  keys  (just 
like  the  IBM  version)  default  as  cursor 
controls.  When  you  want  those  keys  to 
print  as  numbers  you  simply  use  the 
SHIFT  or  CAPS  LOCK  key  with  them. 
While  this  took  a  little  getting  used  to 
(and  I  wasn't  thrilled  about  putting  plastic 
overlays  on  the  keys)  the  system  works 
very  well  and  using  the  pad  has  become 
second  nature. 

The  program  will  work  with  a  single 
disk  drive,  but  the  fi\istration  of  such  a 
limited  arrangement  (constantly  chang- 
ing disks)  will  soon  have  you  either  saving 
nickels  and  dimes  for  a  second  drive  or 
climbing  the  walls.  The  single  disk  drive 
switch  problem  is  magnified  by  the  way 
the  program  handles  customized  tasks. 
For  instance,  if  you  call  up  a  macro  (a 
user-defined  command  to  perform  a  repet- 
itive task)  the  program  summons  the  ma- 
cro from  disk  the  first  time  it  is  called — 
not  fiTom  memory.  If  you  call  for  a  macro 
not  located  on  the  current  disk,  the  pro- 
gram will  prompt  you  to  change  disks  and 
pauses  until  you  do.  This  scheme  can  real- 
ly slow  you  down  with  only  one  drive  and 
still  requires  some  planning  to  avoid  with 
two.  The  best,  and  more  logical  solution 
around  this  problem  is  to  install  WordPer- 
fect along  with  its  Speller  and  Thesaurus 
on  a  hard  drive.  Lacking  such  a  luxury,  I 
have  learned  to  manage  with  two  drives. 


There  may  be  a  way  to  get  around  those 
disk  swaps  by  assigning  those  tasks  to 
RAM  (which  WordPerfect  fully  supports), 
but  as  yet  I  have  not  done  so,  and  during  a 
conversation  with  support  personriel  at 
WordPerfect  Corporation  I  was  advised 
against  trying. 

WordPerfecfs  manual  is  large  (over  600 
pages)  and  complete.  It  includes  s:ep-by- 
step  instructions  on  duplicating  your  pro- 
gram disk,  installing  your  printer  and  de- 
fault settings  using  either  a  single  drive, 
two  drives  or  even  a  hard  disk  drive. 
Along  with  a  complete  reference  section, 
the  manual  includes  an  extensive  tutori- 
al, helpful  special  feature  appendix,  glos- 
sary and  index.  Perhaps  best  of  all,  the 
manual  includes  WordPerfect  Corpora- 
tion's toll-free  support  telephone  r  imaber. 
While  preparing  this  review  I  used  this 
technical  support  number  five  times  and 
was  never  disappointed  with  the  help  I  re- 
ceived. 

Unlike  many  of  the  other  Amiga  word 
processors  on  the  market,  WordPerfect  is 
not  a  graphic-oriented  product.  It  is  not  in- 
tended for  desktop  publishing.  You  cannot 
mix  IFF  files  nor  can  you  use  exoi;ic  type 
fonts  like  sapphire,  emerald  or  garnet  in 
your  documents.  WordPerfect  is  a  profes- 
sional word  processor — period.  You  can 
however,  create  simple  graphics  using 
keyboard  characters  or  draw  borders  with 
the  keys  if  the  need  arises.  If  yom  printer 
supports  underline,  boldface,  and  expand- 
ed type,  you  can  easily  access  thos*  op- 
tions with  the  program.  In  addition  some 
dedicated  desktop  publishing  systi3ms 
(like  City  Desk)  can  handle  WordPerfect 
files.  First  and  foremost,  this  is  a  '^Titer's 
tool.  It  is,  at  this  writing,  the  mosi:  power- 
fid  and  flexibie  dedicated  word  processor 
for  the  Amiga  and  one  any  serious  writer 
or  business  user  should  consider.  m 


Beyond  a  Product  Review 


I  know  of  no  more  enjoyable  chore  than 
tryir^,  testing  and  then  telling  others 
about  good  software.  So  when  I  was  as- 
signed WordPerfect  to  review  I  was  excited 
and  for  good  reason.  First,  I  was  familiar 
with  the  IBM  version  and  knew  it  was  a 
wonderful,  full-featured  writing  tool.  Plus, 
a  lot  of  hype  preceded  the  program's  re- 
lease including  the  corporate  heads  of 
Commodore  and  WordPerfect  getting  to- 
gether for  a  news  brief  When  a  prere- 
leased  version  of  WordPerfect  was  shown 
at  Spring  COMDEX,  all  the  critics  left  the 
show  wagging  favorably. 
With  that  kind  of  build  up,  I  too  was 


ready  to  jump  on  the  WordPerfect  band- 
wagon. When  Federal  Express  dK)pped  off 
my  review  copy,  I  could  hardly  wait  to 
start  the  review/adventure.  I  booted  the 
program  and — it  crashed.  I  couldn't  be- 
lieve it.  So  I  reread  the  installatior.  section 
of  the  manual,  carefully  duplicatol  each 
step,  and  bang— it  crashed  again. 

Surely  something  besides  WordPerfect 
was  plastering  my  system.  I  figurtsd  some 
poor  chip  had  fatigued  after  the  long 
hours  of  use  I  put  them  through  djdly.  De- 
termined to  isolate  the  defect,  I  began  a 
selective  unit  by  unit  testing  pro«dure. 
With  a  mixed  sigh  of  relief  and  dis.belief,  I 


106    MARCH  1988 


Amiga  Software  Reviews/WordPerfect- — 

found  the  system  was  in  perfect  working 
order.  Reluctantly,  I  called  the  WordPer- 
fect technical  support  line,  sure  that  they 
would  scoff  at  my  suggestion  that  Word- 
Perfect has  a  bug.  I  was  wnong.  After  two 
rings  a  female  voice  answered  and  almost 
immediately  began  apologizing  for  the 
problem.  She  explained  that  the  master 
disk  used  to  duplicate  the  first  release  of 
WordPerfect  had  itself  been  defective.  Yes, 
despite  the  name,  WordPerfect  was  less 
than  perfect.  Two  weeks  later  I  received 
the  replacement  disks. 

Happy  again,  I  copied  the  four  program 
disks,  repeated  the  set-up  sequence,  boot- 
ed the  program  and  began  exploring. 
What  I  found,  I  loved.  I  knew  this  was  the 
power-writing  tool  I  needed  for  my  Amiga. 
Then  some  curious  system  activity  began. 
A  few  files  I  saved  to  disk  were  stored  in- 
correctly, another  was  duplicated  over  and 
over  until  the  entire  disk  was  fiill,  the 
speller  menu  for  looking  up  a  specific  let- 
ter pattern  went  into  hiding,  and  then  the 
dreaded  guru  messages  began  returning. 

Again  I  dialed  the  company's  technical 
support  number  (thankiiilly,  the  Word- 
Perfect Corporation  had  to  pick  up  the  tab 
for  the  call).  I  described  the  problems. 
Again  the  voice  apologized  and  said  they 
had  heard  most  of  the  problems  and  asked 
what  release  date  of  version  4,1 1  was  us- 
ing (the  date  is  displayed  when  the  HELP 
key  is  pressed).  "Oh,"  they  responded, 
"you  need  the  version  dated  9/2S'87— all 
the  bugs  are  out  of  it."  The  promised  up- 
date arrived  the  next  morning  via  over- 
night courier. 

Thankfully  the  current  version 
(9/28/87)  I  used  for  the  review  appears  bug 
fi-ee.  For  a  productivity  program  to  de- 
serve a  spot  in  the  marketplace,  it  must 
be  bullet-proof— so  far  WordPerfect  has 
lived  up  to  its  name  and  has  deflected  all 
the  bullets  Fve  aimed  at  it.  Unlike  a  game 
or  an  educational  tool,  a  defective  busi- 
ness tool  costs  not  only  time,  but  also 
money  when  it  fails.  Tb  date  the  program 
has  cost  me  neither  So  with  a  clear  con- 
science, I  can  recommend  it  to  anyone 
needing  a  power  word  processor. 

Along  the  way  to  finishing  this  review  I 
collected  some  facts  which  you  should 
know: 

•  ff  you  are  using  a  version  of 
WordPerfect  4.1  dated  before  September 
28,  call  the  company  and  request  the 
newest  version.  The  replacement  will  not 
cost  you  anything — not  even  postage  (at 
this  writing,  version  4.1  of  the  program 
continues  to  be  refined  and  improved). 
The  older  dated  versions  have  serious 


problems  and  the  company  wants  to  re- 
place them.  Like  any  smart  business  they 
recognize  their  customers  are  important 
and  want  them  to  be  happy  with  their 
product. 

•  Keep  track  of  new  versions  (beyond 
4.1)  of  WordPerfect  when  they  are  re- 
leased. The  company  is  constently  adding 
new  features  to  their  software  or  improv- 
ing on  existing  features.  For  a  minimum 
charge,  the  original  owner  of  WordPerfect 
can  update  when  new  versions  are  re- 
leased. 

•  Ifyou  have  a  problem  or  question, 
don't  hesitate  to  use  WordPerfecfs  toll-free 
support  line.  The  people  I  spoke  with  were 
fiiendly,  helpfiil  and  never  condescending. 
Rather  than  ofier  patented  answers,  they 
took  the  time  to  duplicate  the  problems  I    j 
encountered  on  their  system  (while  on- 
Une)  and  walked  me  through  the  solution. 

•  Ifyou  call  and  the  technician  cannot 
help  you  right  away,  ask  them  to  call  you 
back  when  they  have  an  answer  They  will 
call  back,  lb  date  I  haven't  met  a  support 
team  which  answered  the  phone  quicker, 
were  more  cheerful  or  more  helpful  than 
those  at  WordPerfect. 

•  Although  the  manual  is  complete  and 
the  tutorial  very  helpful,  some  of  the 
instructions  may  still  confuse  the  novice 
user  Ifyou  have  problems  and  know 
someone  who  is  fluent  with  the  IBM  ver- 
sion of  WordPerfect,  I  suggest  you  ask 
them  for  help.  The  two  versions  are  so 
similar  (minus  the  mouse)  that  a  session 
looking  over  a  friend's  shoulder  should 
prove  very  helpful.  Another  aid  you  might 
consider  is  a  video  teacher.  In  researching 
WordPerfect  for  the  review  I  came  across  a 
video  teaching  series  which  explains 
WordPerfect  through  a  VCR.  The  tutorial 
is  for  the  IBM  version,  but  the  instruc- 
tions parallel  the  Amiga  version.  The  vid- 
eo series  is  simply  called  WordPerfect: 
Level  I  &  II,  and  is  marketed  by  Computer 
Videos,  464  Kalamath  St.,  Denver,  CO 
80204.  Another  source  is  your  local  book 
store  or  library.  Both  should  have  tutorial 
books  written  just  for  WordPerfect. 

When  you  duplicate  WordPerfect  on  an- 
other disk,  be  sure  the  disk  is  rated 
DD/DS  (double  density/double  sided).  The 
WordPerfect  master  disk  is  packed  using 
both  sides  of  the  disk.  So  ifyou  use  a  disk 
less  than  those  standards,  errors  can  creep 
in  while  it  is  being  copied.  Not  observing 
this  precaution  may  result  in  some  un- 
timely visits  by  the  dreaded  guru,  fol- 
lowed by  a  system  failure.  Unfortunately, 
when  I  speak  of  the  importance  of  this  pre- 
caution, I  speak  from  experience.  Q| 


200  PROGRAMS 
C-64®  &  C-I28® 


220  Programs  on  10  Disks 
FOR  ONLY$39.95 

Ptus  $3^00  S&H  (Foreign-$5.00) 
(C-126  programs  run  In  the  C-128  Mpde)!:-. 


Dear  Friend 

The  offer  discribed  above  is  not  a  missprint. 
We  will  send  you  len  disks  containing  220 
fine  public  domain  programs  for  either  the 
C-64  or  C-126  for  only  $39.95  (U.S.  funds) 
plus  $3.00  shipping  &  handling  (U.S.  and 
Canada).  Foreign  shipping  is  $5.00. 
Please  note  that  the  C-1 28  programs  run  in 


the  0-128  mode  and  load  in  the  "burst' 
mode  with  Ihe  1571  drive. 

Public  domain  programs  are  programs 
which  were  not  copyrighted  or  which  have 
been  released  from  copyright  status.  Many 
were  formerly  commercial  programs,  and 
many  others  were  written  by  professional 
programmers  who  released  them  into  the 
public  domain  as  a  public  service. 

QUALITY:  We  have  over  3000  public 
domain  programs  for  the  C-64  and  C-128. 
We  have  selected  220  of  the  best  programs 
for  each  computer  for  this  offer.  We  honest- 
ly believe  that  this  is  the  best  software  value 
available  anywhere. 

TYPES  OF  PROGRAMS:  Each  of 
our  disks  contains  a  selection  of  programs 
in  the  categories  of  utilities  (programming 
aids,  computer  and  drive  utilities,  printer 
utililies,  etc.);  games  (both  arcade  and 
text);  education  (including  educational 
games);  home/business;  and  music. 

INSTRUCTIONS:  We  are  the  only 
major  distributor  of  public  domain 
programs  that  provides  instructions  for  all 
our  programs  -  either  as  part  of  the  program 
itself  or  in  a  separate  instruction  file. 

GUARANTEE:  We  are  also  the  only 
company  that  offers  a  money  back  guaran- 
tee for  public  domain  programs.  If  you  are 
dissatisfied  with  our  disks,  feturn  them 
within  15  days  of  receipt  for  a  refund  (less 
shipping  and  handling  costs  and  a  15  per- 
cent restocking  fee). 

HOW  TO  ORDER:  Use  our  toll  free 
number  to  order  and  charge  it  to  your  VISA 
or  Mastercard,  or  send  a  check  or  money 
order.  If  ordering  be  mail,  be  sure  to  tell  us 
which  computer  you  have. 

ADDITIONAL  INFORMATION:  We 

have  a  brochure  which  contains  the  disk 
directories  of  all  the  disks.  Write  us  or  circle 
our  reader  service  number  at  the  back  of 
this  magazine. 

Sincerely, 

Lynne  Adams 


ADAMS  SOFTWARE,  INC. 

i20-C  N.  THOMPSON 
SPRINGDALE,  AR  72764 

*  Commodore  64  &  1 2&  ai-e  UademarKs  of 
Commodors  Elcctconics  Ltd. 


PHONE  ORDERS:  MON-FR],  9-5  CENTRAL 

1-800-634-0989 

Arkansas  Residents:  750-2463 


COMMODORE  MAGAZINE     107 


Hank  Street  School  Filer 

Conliiuied  from  pa.  .'i-i 
tains,"  A  third  window  allows  one  to 
"stop"  the  search  here  or  expand  the 
search  sentence  with  an  "and'or"  conjunc- 
tion. Thus,  the  final  search  statement 
might  read  (in  simple  Englishi: 

"Find  all  records  where  the  last  name 
starts  with 'S'  and  the  categon'  is  'stu- 
dent.'" 

The  sort  routine  follows  the  same  proce- 
dure with  general  I'ecords  arranged  alpha- 
betically, date  fields  either  ascending  or 
descending. 

Selecting  Fields 

Part  of  the  built-in  structure  requires 
students  to  determine  the  type  of  fields. 
Possibilities  include  number,  money, 
phone  number,  time,  text,  and  "anything." 
This  last  field  will  accept  numbers  or  text 
and  can  be  used  by  students  when  they 
are  unsure  of  the  category"  their  informa- 
tion would  fit  into,  hi  all  fields  the  student 
is  allowed  to  enter  data  in  a  variety  of 
ways  without  worrying  about  whether  it 
will  be  accepted.  For  example,  money  en- 
tered as  15  will  be  reformatted  by  the  pro- 
gram as  $15.00. 

Advanced  Options 

School  Filer  contains  a  number  of  ad- 
vanced options.  A  "computed"  field  allows 
one  to  average  or  total  numerical  fields. 
One  may  customize  reports  or  use  stoiied 
formats.  There's  also  a  multi-lined,  text 
"comment"  field  that  can  be  used  in  find 
routines.  This  comment  field  can  be  hid- 
den to  allow  one  to  see  more  of  the  record 
on  screen  at  one  time.  Finally  one  may  po- 
sition up  to  50  fields,  each  of  which  may 
be  92  characters  in  length  anywhere  on 
screen.  This  range  is  plenty  for  any  file 
one  would  use  in  a  school  situation.  Final- 

Another  important  plus  oi^  School  Filer 
is  its  ability  to  utilize  six  prepared  cur- 
riculum-related databases  also  firim  Sun- 
burst. Sold  separately  these  include  A  «;- 
mal  Life,  Astronomy,  Endangered  Species, 
North  America,  Space  and  United  States. 
These  informative  topics  add  an  element 
of  fiin  to  learning  worthwhile  facts  and  da- 
tabases at  the  same  time. 

Conclusion 

The  beauty  dBank  Street  School  Filer 
is  in  its  friendly  simplicity,  biteresting 
canned  databases  will  attract  teachers 
and  students,  and  students  will  create  da- 
tabases to  solve  problems  in  information 
management. 

This  progi-am  gives  teachers  the  perfect 
unit  on  databases.  Bank  Street  School 
Filer  is  a  must  in  any  class  situation.     Q 


-Amiga  Software  Reviews/Terrorpods 

Contin  ucd  [mm  page  44 
When  a  game  is  stamped  "arcade,"  it 
■  usually  means  the  player  is  going  to  expe- 
rience lots  of  bright  colors,  thundering 
sound  and  wrist-straining  action.  On  the 
other  hand,  "strategy"  games  usually  re- 
volve around  mental  concentration  where 
movement  is  divided  into  turns,  and 
sound  effects  are  used  only  to  punctuate  a 
few  significant  events.  In  the  past,  merg- 
ing the  two  categories  has  been  done 
through  compromise — either  the  action 
was  sacrificed  in  favor  of  sti-ategy  or  strat- 
egy was  forfeited  to  action.  But  Terrorpods 
successfiilly  merges  the  two  without  com- 
promising either.  Like  real  life — where 
strategy  (the  mental  process  I  and  arcade 
(physical  movement)  actions  are  con- 
stant—the activity  encountered  in  Terror- 
pods  is  non-stop.  The  view  out  of  your 
D.S.V.  shows  a  picture  perfect,  three-di- 
mensional world  where  space  ships  land 
and  take  off,  factories  operate  and  invad- 
ers land,  explore  and  destroy  indepen- 
dently of  your  action.  Best  of  all,  the  world 
created  by  Terrorpods  is  not  bordered — if 
a  pod  {or  any  object  you  want  to  inspect) 
moves  out  of  view,  you  can  follow  it  with 
your  D.S.V.  or  drover  and  eventually  you 
will  catch  up.  You  can  then  pass  the  tar- 
get, or  circle  it.  Regardless,  the  display  ac- 
curately depicts  the  activity— the  close  ob- 
jects get  bigger  and  show  more  detail 
while  distant  objects  do  the  opposite.  The 
game  offers  six  difBcultj'  levels — but  I  ad- 
vise you  to  stay  .below  level  three  unless 
you  are  suicidal.  Thankfully,  the  game 
also  includes  an  option  to  save  youi"  posi- 
tion. Beyond  the  ability  to  resurrect  your 
carcass  after  the  Terrorpods  have  fiied 
your  D.S.V.,  the  game  will  pause  when 
you  summon  the  save  screen.  I  found  my- 
self using  this  feature  not  just  to  save  the 
game  but  to  catch  my  breath.  Because 
Terrorpods'  realism  and  speed  is  so  de- 
manding, the  ability  to  pause  to  collect 
your  thoughts  and  plot  strategy  is  a  must 
if  you  hope  to  survive. 

It  is  hard  to  appreciate  the  program 
without  actually  living  through  an  as- 
sault by  the  Tferrorpods,  The  game  has  the 
feel,  action,  sound,  detail  and  atmosphere 
to  make  you  feel  you  are  experiencing  a 
true  invasion.  The  people  at  Psygnosis 
used  the  right  formula  for  mixing  arcade 
and  strategy  and  have  packed  it  in  a  be- 
lievable format  Tb  maximize  the  game's 
pleasure,  I  suggest  you  play  it  with  the 
room  lights  turned  off.  The  darkneffi  sur- 
rounding the  screen  display  completes  the 
illusion  of  being  involved  in  a  deadly  con- 
flict. You  may  find  yourself  asking — is  it 
real  or  is  it  Memorex?  B 


Amiga  Software  Reviews/ Garrison 

Continued  from  page  46 
equivalent  of  confetti,  and  the  machine 
locks  up.  The  most  annoying  bug  in  Garri- 
son is  that  when  you  find  a  medicine  chest 
(worth  5000  Health  points),  they  hardly 
ever  work.  5000  Health  points  is  a  big 
help,  and  the  non-functionalitj'  of  -he 
medicine  chest  makes  a  challenging  game 
a  lot  more  difficult.  If  you  just  wart  to 
have  fim  with  Garrison,  this  may  not 
bother  you  much,  but  if  you  are  serious 
enough  to  want  to  complete  all  128  levels, 
and  find  the  magic  herb  that  will  cure 
Princess  Angelique  (the  ultimate  object  of 
the  game),  this  may  drive  you  nuts. 

lb  estimate  how  difficult  it  really  is  to 
finish  all  128  levels,  after  a  month  of  play- 
ing, I  can  still  get  through  about  35  levels 
at  best.  I  am  plajing  one  player,  but  I 
don't  think  two  players  really  have  a  huge 
advantage.  I  know  that  two  players  can 
shoot  twice  as  many  monsters,  but  in  two- 
player  mode  the  health  of  the  team  (you 
have  to  think  of  the  five  character:*  as  a 
team)  deteriorates  t\\'ice  as  fast,  due  to 
time  and  the  magic  orbs  of  the  (Jonjurers 
hitting  charactei-s  twice  as  often. 

Garrison  works  just  fine  with  e>lemal 
memory,  and  it  even  works  fine  with  a 
68010  installed  in  your  Amiga  instead  of 
a  68000.  Speaking  of  external  memory, 
Garrison  is  the  first  game  I  have  ever 
seen  for  the  Amiga  that  actually  ni3eds  ex- 
ternal memory!  Don't  panic,  512K  Amiga 
owners.  Garrison  runs  just  fine  in  a  512K 
Amiga.  But,  you  need  a  megabyte  of 
memory  if  you  want  the  Garrison  :harac- 
ters  to  have  unique  appearances.  On  a 
512K  Amiga  all  five  characters  lo<ik  the 
same.  This  could  cause  some  confusion  for 
two-player  games  (not  knowing  which 
character  was  which),  so  I  would  n;com- 
mend  the  extra  memory  here.  Garnson 
uses  two  separate  disks,  but  they  don't 
take  advantage  of  an  external  drive  if  you 
have  one  hooked  up. 

Garrison  is  copy-protected  to  the  ex- 
treme of  the  data  disk  not  being  recogniz- 
able by  AmigaDOS  as  an  AmigaDOS 
disk.  The  game  has  barely  any  documen- 
tation, but  what  documentation  thei-e  is 
suffices.  Garrison  does  have  a  high  score 
screen,  but  I  recommend  leaving  tlie  write 
protect  notch  on  the  data  disk  in  the  non- 
writeable  position,  since  Garrison  doesn't 
mind  if  it  can't  write  to  the  disk. 

In  conclusion,  if  you  like  Gauntlet,  you 
must  check  out  Garrisonl  I  should  note 
that  by  the  time  this  review  is  published, 
Mindscape  should  have  a  licensed  version 
of  Gauntlet  out  for  the  Amiga,  but  it  will 
have  to  be  fantastic  to  top  Garrison.  Have 
fijn  with  this  addicting  game.  Q 


108     MARCH  1988 


Doing  It  Write 

Continued  from  page  69 

spell  check  option,  but  rumors  suggest  one 

may  be  offered  in  the  future. 

Desktop  VizaWrite  has  been  updated 
three  times  (Version  1.3  was  used  for  this 
review).  Erich  Stein  of  Progressive  Peri- 
pherals and  Sofl^vare  says  registei-ed  us- 
ers of  earlier  versions  can  upgrade,  free  of 
charge  by  contacting  PP&S. 

Scribble! 

Scribble!  tmm  Micro-Search  Systems 
was  one  of  the  first  successful  word  proces- 
sors offered  on  the  Amiga.  The  program, 
which  has  seen  t%vo  updates,  is  compatible 
with  either  Vl.l  or  V1.2  of  Kickstart.  The 
user  can  access  all  of  the  program's  fea- 
tures by  using  the  mouse  and  pull-down 
menus.  Other  features  (search,  open,  in- 
sert mode,  rapid  cursor  movement,  etc.) 
can  be  accessed  directly  from  the  key- 
board. 

This  one  is  structured  more  like  the  tra- 
ditional word  processors  I'm  accustomed 
to.  It  is  strictly  a  tool  for  working  with 
words — not  graphics.  I  found  its  command 
sequences  very  easy  to  master.  For  in- 
stance, if  you  want  to  delete  an  entire  line 
of  text  you  press  the  ALT  key  and  the  let- 
ter "L"  (for  line).  Or  if  you  were  in  the  pro- 
cess of  searching  a  document  for  a  specific 
string  of  text,  you  could  continue  the 
search  by  pressing  ALT  and  "A"  (for 
again). 

Lovers  of  mouse  input  will  be  just  as 
happy  with  the  program's  pull-down 
menus  and  point  and  select  options.  Like 
earlier  word  processora,  this  one  uses  dot 
commands  to  format  the  screen  and  print- 
out display  Thus  to  set  margins,  justifica- 
tion or  line  spacing,  you  simply  begin  a 
line  with  a  dot,  followed  by  the  command 
(".RMIO"  sets  the  right  margin  ten  char- 
acters &x)m  the  edge). 

Editing  tools  include  all  the  traditional 
ones:  search  and  replace,  block  cut,  copy 
and  move,  and  insert  or  overetrike  modes. 
Tfext  can  be  displayed  (and  dumped  to  the 
printer)  as  normal,  italic,  bold,  underlined 
or  a  combination  of  all  of  the  above.  The 
style  can  be  applied  as  the  text  is  written 
or  changed  later  by  highlighting  text  with 
the  mouse  and  then  restyhng  all  the  se- 
lected text. 

The  program  comes  with  a  good  speller 
program.  While  this  one's  inventory  is  not 
as  large  as  others,  I  found  the  40 ,000- word 
list  more  than  adequate.  It  allows  you  to 
check  the  spelling  of  either  a  selected 
word,  the  displayed  page  or  an  entire  doc- 
ument, lb  check  a  word,  you  simply  move 
the  cursor  to  that  word,  then  summon  the 
speller  with  the  mouse.  If  the  speller  does 


not  recognize  the  word,  it  will  offer  con-ect- 
ly  spelled  words  that  come  close  to  the 
word  in  question.  You  can  either  replace 
the  word  with  one  from  the  dictionary,  edit 
the  word  yourself,  skip  the  word  or  add  it 
to  your  dictionary. 

Scribble!  does  not  display  documents  in 
the  WYSIWYG  format.  Instead  it  uses  a 
feature  I  have  grown  to  appreciate  over 
the  years — the  ability  to  dump  your  docu- 
ment to  the  screen  as  well  as  a  printer 
This  option  lets  you  preview  on  screen  the 
way  the  manuscript  will  appear  (margins, 
headers,  footers  and  font  styles)  before 
spoiling  a  single  sheet  of  paper  Because 
Fve  grown  dependent  upon  this  feature,  I 
always  look  for  it  in  the  word  processors 

Scribblel's  command 
sequences  are  very  easy  to 
master. 

Fm  going  to  use.  Thus,  I  was  delighted  to 
see  it  here.  While  I  like  word  processoi-s 
which  use  the  WYSIWYG  format,  I  prefer 
those  with  a  print  to  screen  option  for  two 
reasons.  (1)  Entering  text  is  noiTnally 
quicker  because  the  screen  isn't  constant- 
ly redrawn,  and  (2)  the  preview  displays 
headers,  footers,  and  page  numbei"s  which 
those  using  WYSIWYG  foi-mat  rarely  do. 

The  progi'am  does  have  a  few  oddly 
placed  commands.  For  one  example:  help 
screens  are  summoned  by  pressing  the  Fl 
and  F2  keys  rather  than  the  Amiga's 
HELP  key. 

Wordl^crlecl 

This  well-known  power  processor  has 
eveiy  feature  a  serious  writer  or  business 
person  could  want.  It  combines  powerful 
editing  tools  and  file  managing  operations 
with  macro  controls.  The  program  oflfei-s  a 
mail-merge  option,  allows  you  to  import 
non-WordPerfect  files,  plus  it  comes  with 
an  outline  option  which  helps  you  orga- 
nize yom*  thoughts  as  well  as  improve 
your  presentations.  The  user  can  display 
text  in  up  to  five  columns,  include  multi- 
ple headers  and  footei"s  and  polish  their  ef- 
forts with  the  best  speller/thesaurus  avail- 
able on  any  existing  system.  Tbp  all  that 
with  the  most  complete,  understandable 
user's  manual  yet  published,  and  you  can 
understand  why  "perfect"  is  in  the  title. 

WordPerfect  supports  more  printers 
than  any  product  I've  reviewed — nearly 
200  printers  are  compatible.  I  suspect  this 
news  will  please  hundreds  of  users  of  exot- 
ic or  older  printers  which  the  Amiga's 
Preferences  doesn't  yet  support.  At  the 


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COMMODORE  f^ASAZINE     109 


)oing  It  Write 

same  time,  the  program  does  not  fully 
support  the  printer  selected  from  Prefer- 
ences, but  since  all  those  offered  in  Pilfer- 
ences  are  included  in  the  program's  list, 
that  should  present  no  problem.  Another 
plus  is  the  fact  that  actual  printing  tasks 
are  handled  by  a  separate  print  utility,  not 
the  main  program.  Because  of  this,  you 
can  dump  a  file  (or  schedule  several)  to 
the  printer  and  while  the  print  command 
does  its  work,  return  to  the  editing  screen 
and  change,  add  or  start  an  entirely  differ- 
ent document. 

I  was  very  pleased  with  WordPerfects, 
extensive  DOS  commands.  File  handling 
is  done  with  a  collection  of  DOS  utiHties 
which  allow  the  user  to  save,  retrieve,  re- 
name, copy,  delete  and  examine  files  with 
a  single  keystroke  or  mouse  click.  Be- 
cause none  of  the  program's  four  disks  are 
copy  protected,  you  can  install  any  or  all 
on  a  hard  disk. 

Yet  there  are  things  about  the  program 
I  don't  hke.  Because  the  program  is  basi- 
cally a  clone  (with  some  new  mouse  inter- 
face features)  of  the  IBM  word  processor 
by  the  same  name,  its  keyboai-d  command 
structime  is  very  similar  to  that  one.  Like 
the  IBM  version,  it  relies  heavily  on  the 
CTRL,  SHIFr  and  ALT  keys  in  combina- 
tion with  the  ten  function  keys.  Users  of 
the  IBM  version  of  WordPerfect  will  ap- 
preciate these  can-y-over  commands,  but 
having  grown  up  away  from  Big  Blue, 
I  found  some  of  the  command  sequences 
less  than  intuitive.  For  example,  to  acti- 
vate the  Speller  you  press  the  CTRL  key 
and  the  F2  key.  Wouldn't  the  letter  "S"  be 
easier  to  associate  with  that  function?  lb 
minimize  the  confiiBion,  the  program 
comes  with  a  plastic  reference  card  which 
fits  nicely  in  the  cavity  above  the  function 
keys. 

WordPerfect  combines 
powerful  editing  tools  and 
file  managing  operations 
with  macro  controls, 


WordPerfects  manual  is  both  huge  and 
complete.  Although  novice  users  will  be 
able  to  use  the  program  straight  out  of  the 
package,  mastering  it  will  take  some 
time.  Because  you  can  tailor  WordPerfect 
to  fit  your  personal  needs  or  whims,  new 
users  should  expect  to  spend  more  than  a 
few  days  unlocking  all  of  the  program's 
power  and  options. 

One  complaint  I've  heard  from  other 


WordPerfect  users  is  the  slow  performance 
of  the  speller  and  thesaurus.  Both  pro- 
grams are  less  than  Hghtning  fast  for  two 
reasons:  (1)  the  operation  of  both  is  disk 
based  and  (2)  the  word  count  of  each  ex- 
ceeds 115,000.  No  matter  how  fast  the 
software's  search  routine  is,  it  takes  a 
while  to  spin  a  disk  and  compare  that 
many  words.  But  there  are  two  solutions 
to  that  dilemma.  If  you  have  a  hard  disk, 
you  can  copy  the  speller  and  thesaurus 
files  to  that  unit,  and  the  access  time  will 
decrease  dramatically.  Lacking  a  hard 
disk,  I  chose  the  second  route — RAM.  By 
editing  the  Setup-Sequence  I  was  able  to 
install  all  the  speller/thesaurus  files  to 
RAM;.  With  2.5  megabytes,  I  have 
room  for  those  files,  WordPerfect  and 
room  for  fairly  lengthy  documents  ilike 
this  article).  It  takes  a  minute  or  so  to  in- 
stall those  files  when  1  boot  up,  but  the 
time  saved  checking  and  correcting  errors 
more  than  repays  the  investment  in  time. 

Beyond  being  a  great  word  processor, 
the  after-purehase  support  of  this  product 
is  excellent.  Registered  owners  of  the  pro- 
gram can  receive  (via  toll-free  number) 
support  torn  WordPerfect's  technical 
team  any  time  they  have  a  problem.  I've 
used  the  support  fine — it  is  great. 

At  this  writing.  Version  4.1  is  in  the 
fourth  revision.  All  three  previous  ver- 
sions (prior  to  9/28/87)  had  bugs.  So,  if  you 
buy,  be  sure  the  date  displayed  when  you 
press  the  HELP  key  is  after  9/28/87. 

LPl)  Writer 

LPD  Writer  from  Digital  Solutions  is  a 
powerful,  friendly  program.  It  includes  all 
the  features  you  would  expect  from  a  pro- 
fessional word  processor,  yet  each  option 
can  be  accessed  fi^om  any  of  three  direc- 
tions. Commands  can  be  issued  via 
mouse-activated  menus,  fh)m  function 
key-activated  menus  or  directly  finom  the 
keyboard.  This  firiendly  solution  to  the  di- 
lemma of  which  uiterface  to  support 
should  delight  those  who  love  tbe  mouse, 
as  well  as  those  who  hate  the  mouse  and 
those  who  don't  care  how  the  job  is  done  as 
long  as  it  can  be  done. 

Like  most  modem  word  processors,  this 
one  also  uses  the  WYSIWYG  format,  but 
unlike  its  competition,  it  includes  the 
header  and  footer  lines  as  well  in  the 
screen  display  (even  WordPerfect  leaves 
those  out  of  its  display).  Another  option  I 
appreciate  is  the  ability  to  have  the  dis- 
play either  show  or  hide  formatting  codes. 
Those  of  us  who  grew  up  with  word  proces- 
sors which  displayed  formatting  codes  will 
appreciate  this  option.  For  me  at  least, 
constantly  displayed  codes  are  easier  to 


check  and  correct.  Others,  accustomed  to 
word  processors  which  hide  their  codes  or 
those  who  are  new  to  word  processing  will 
probably  prefer  LPD's,  ability  to  display 
only  what  will  eventually  be  dumj^ed  to 
paper.  Regardless  of  your  preferen<»,  the 
ability  to  choose  is  appi-eciated. 

The  program  was  designed  with  multi- 
tasking in  mind,  so  you  can  run  ot  ler  pro- 
grams (providing  you  have  sufficient 
memory)  at  the  same  time  you  use  LPD. 

LPD  IVr/te commands  can  be 
issued  via  mouse-activated 
menus,  from  function  key- 
activated  menus  or  directly 
from  the  keyboard. 


The  program  shows  text  enhancements  on 
screen  just  as  they  will  be  reproduced  by 
your  printer,  including  subscripts  tind  su- 
perscripts. Help  screens  are  includi^  and 
more  than  one  document  can  be  edited  at 
the  same  time.  There  is  also  a  mail -merge 
feature  for  quickly  creating  and  printing 
form  letters. 

With  one  exception  LPD  has  every  fea- 
ture I  need  to  write,  plus  the  speed  and 
flexibility  I  insist  upon.  I  was  delighted 
with  the  program's  logic  and  power,  but 
(and  there  is  always  a  but)  I  was  mystified 
as  to  why  the  programmer  selectee,  to 
leave  the  "delete  file"  option  out  of  the 
DOS  commands.  If  you  want  to  tranh  a  file 
&T5m  your  data  disk,  you  must  either  re- 
move it  from  the  Workbench  screen  (using 
the  mouse  and  the  trashcan  icon)  or  use  a 
CLI  window.  I  realize  this  approach  viill 
prevent  novice  users  from  accidenfcilly 
losing  valuable  files,  but  Vm  sure  every 
serious  user  of  the  program  would  liave 
happily  forgone  that  minor  securitj'  blan- 
ket in  exchange  for  more  powerful  DOS 
support. 

The  program  comes  with  little  more 
than  a  skeleton  of  a  speller  prog]-ani,  but 
it  allows  you  to  add  words  to  the  main  pro- 
gram or  create  spellers  important  for  spe- 
cific needs.  For  example,  an  architect 
might  want  a  speller  which  contains 
words  that  will  relate  to  his  profession  as 
well  as  the  names  of  his  clients.  There  is 
an  advantage  to  this  ability  to  creatg  your 
own  speller— speed.  Most  people's  warking 
vocabulary  is  actually  rather  small  as 
compared  to  a  dictionary  of  100,000  words 
or  more.  If  your  speller  contains  only  the 
words  you  use  most  often,  and  none  of  the 
ones  you  never  use,  it  can  check  and  cor- 


110    MARCH  1988 


loing  It  Write 

red  your  documents  much  faster.  With 
that  side  of  the  speller  stoiy  offered,  I  sus- 
pect 99%  of  the  users  of  this  program 
would  still  forego  a  little  speed  in  ex- 
change for  a  word-packed  speller 

When  LPD  Writer  was  first  released, 
the  program  disk  was  copy  protected.  Un- 
like most  of  the  developers  of  software  for 
the  Amiga  market,  Digital  Solutions  felt 
such  a  protection  scheme  was  necessary  to 
insure  their  investment  against  would-be 
software  pirates.  Apparently,  they  have 
reconsidered  that  position.  The  newest 
versions  of  LPZ>  use  a  "soft"  protection 
which  requires  the  user  to  find  and  copy 
different  words  fkim  the  manual  each 
time  they  begin  a  writing  session.  This 
protection  compromise  allows  legitimate 
owners  to  protect  their  investment  by 
working  with  a  copied  disk  instead  of  risk- 
ing the  original,  while  at  the  same  time 
Digital  Solutions  feels  their  investment  is 
secure.  Tb  the  user,  this  means  they  need 
not  worry  about  being  without  their  word 
processor  (shouJd  the  copy  fail)  while  wait- 
ing for  a  replacement  disk,  plus  LPD  can 
be  installed  on  a  hard  disk.  Registered 
owners  of  early  version  of  LPD  Writer 
should  receive  details  on  the  exchange  of- 
fer through  the  mail. 

Ta!l.or 

Tblker  from  Finally  Software  is  not  only 
the  cheapest  product  on  the  market,  but  it 
offers  one  feature  all  the  others  forgot— 
speech.  The  program  includes  the  essen- 
tials of  a  good  word  processor.  You  can  cut, 
move  and  duplicate  blocks  of  text,  adjust 
margins,  reformat  text  and  justify  sen- 
tences either  right,  left  or  center.  Lines 
can  be  single  or  double  spaced  and  the 
screen  will  style  text  either  plain,  bold, 

ra/Zfer  includes  all  the 
essentials  of  a  good  word 
processor,  and  it  talks! 

italic  or  underline  (or  combinations  there- 
oD.  Kyou  need  more  than  these  basic  edit- 
ing features  in  your  word  processor,  you'll 
have  to  look  elsewhere.  But  for  most  per- 
sonal use,  letters  school  papers,  notes,  etc. 
the  program  is  fine.  Because  Talker  has 
fewer  commands  to  remember,  it  is  also 
the  easiest  to  master  The  mini-manual  is 
clear  and  sufficient,  although  it  weighs  in 
at  a  bare  bones  26  pages. 

Best  of  all  Talker  will  talk.  While  some 
may  discard  this  feature  as  simply  a  curi- 


osity, others  will  be  endeared  to  it.  For 
sight-impaired  users.  Talker  is  a  godsend. 
With  a  simple  keystroke  (or  swipe  of  the 
mouse)  the  program  will  shift  modes  fixim 
silent  to  speech.  You  can  have  the  proces- 

Before  you  can  decide 
which  program  is  best,  you 
must  decide  how  you  will 
be  using  it. 


sor  "read"  yom-  document  back  to  you 
after  you  are  finished,  or  have  it  read  ev- 
ery character  as  you  pi-ess  the  key,  read 
every  word  or  every  sentence  as  they  are 
completed.  There  are  options  to  read  se- 
lected paragraphs  too.  This  ability  allows 
those  with  failing  sight  to  communicate, 
while  it  aids  the  rest  of  us  in  pitwfi-eading 
our  work.  One  problem  with  proofing  your 
own  work  is  the  fact  that  most  of  us  see 
what  we  meant  to  write  and  not  always 
what  is  on  the  page.  Because  of  this  hu- 
man quirk,  we  often  let  typos  and  double 
or  missed  word  eiTors  creep  into  oui'  work. 
But  if  you  let  Talker  read  the  document 
back,  it  reads  what  you  wrote,  not  what 
you  intended  to  wiite.  If  you  have  young 
children  in  the  house  who  are  learning  to 
read,  the  progi'am  can  read  them  stories 
(or  whatever)  as  well  as  help  them  leani  to 
write.  My  family  has  found  the  program 
both  delightftil  and  helpful.  If  you  don't 
like  the  sound  of  the  default  voice,  you  can 
adjust  (robot,  male  or  female)  to  please 
your  ear 

While  I  could  never  i-ecommend  the  pro- 
gram as  the  only  word  processor  to  own  (it 
just  doesn't  have  the  power  and  options  to 
compete  in  business),  it  has  found  a  useful 
slot  in  my  home  as  an  educational  tool.  I 
suspect  others  (especially  those  handi- 
capped one  way  or  another)  will  find  it 
even  more  useful.  After  using  the  pro- 
gram, I'm  curious  as  to  why  so  few  soft- 
ware developers  have  included  speech  in 
their  programs.  Finally  Software  was  one 
of  the  first  to  tap  the  Amiga's  audio  re- 
sources, hopefiilly  others  will  follow. 

Talker  works  with  whichever  printer  is 
selected  in  Preferences  and  is  started  from 
Workbench,  so  you  must  insert  the  pro- 
gram disk  after  youi"  Workbench  screen 
appears  or  start  it  firom  your  external 
drive. 

Conclusions 

It  is  human  nature  to  take  8  a.m.'s  mar- 
vels for  granted  by  6  p.m.  This  holds  true 
with  word  processing.  I  found  features  on 


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Doing  It  Write 

each  program  which  delighted  me  as  well 
as  missed  features  I  wished  had  been  in- 
cluded. 

I  wish  LPD  had  a  more  powerful  Speller 
and  more  DOS  control.  1  wish  WordPerfect 
included  an  option  to  display  and  edit  for- 
matting codes  on  screen  like  LPD's.  I  wish 
Scribble!  included  a  thesaurus.  I  wish 
VimWrite  allowed  you  to  wrap  text 
around  and  through  gi-aphics  and  sup- 
ported Preferences'  printer.  I  wish 
ProWrite  were  faster  and  not  so  memor\' 
hungiy,  and  I  wish  Talker  included  head- 
ers and  footers  and  friendlier  DOS 
options. 

On  all  of  them,  I  would  have  liked  to 
have  seen  an  option  to  toggle  the  mouse 
pointer  in  and  out  of  view.  Invariably  it 
comes  to  rest,  like  a  colored  fly,  over  a  text 
area  I'm  trying  to  edit.  A  simple  keystroke 
command  to  toggle  it  out  of  view  would 
have  been  appreciated.  Why  no  one  in- 
cluded this  option  in  their  program  is  a 
mystery.  But  I  did  find  a  solution  to  this 
irritant.  I  downloaded  a  short  program 
called  "MouseOif '  from  Q-Link,  which 
does  exactly  what  I  wanted.  (The  program 
is  on  Q-Link's  Amiga  Alliance.  It  is  a  pub- 
lic domain  program  donated  by  Denny 
Jenkins  of  Columbus,  OH.  Thanks, 
Denny.) 

As  with  any  program,  picking  the  right 
word  processor  for  you  will  depend  upon 
your  needs.  If  you  need  a  business  quality 
product,  you  can't  beat  WordPerfect.  By 
the  same  token,  both  LPD  and  Scribble! 
may  have  all  the  features  you  need  at  a 
much  more  affordable  price.  These  two 
cross  the  line  which  separates  business 
and  personal  software.  But  if  you  need  to 
mix  both  graphics  and  text,  your  choice 
should  be  either  VizaWrite  qv ProWrite. 
ProWrite  has  been  on  the  market  longer 
and  will  handle  color,  but  VizaWrite  by  re- 
stricting you  to  black  and  white  only,  is 
more  conservative  of  your  system's  mem- 
ory. I  view  ProWrite  as  a  great  graphic 
handler  with  word  processing  abilities  and 
VizaWrite  as  a  good  woixi  processor  with 
graphic  abilities.  Talker,  on  the  other 
hand,  is  in  a  field  by  itself.  It  will  handle 
the  word  processing  chores  of  most  home 
users,  but  is  not  geared  for  business.  On 
the  other  hand  its  ability  to  speak  makes 
it  ideal  for  both  sight-impaired  individ- 
uals and  young  users.  g 

Editor's  Note:  The  Amiga  software  base  is 
growing  and  changing  weekly  and  we  re- 
alize that  this  feature  does  not  include  ev- 
ery word  processor  for  the  Amiga.  We  wish 
to  apologize  to  any  companies  producing 


Writer  Aides 


Who  doran't  appreciate  a  little  help  now 
and  again?  Word  processors  are  perfect  for 
translating  our  thoughts  into  words,  but 
when  it  comes  time  to  organize  those 
thoughts  or  polish  our  text  into  a  profes- 
sional document,  we  are  usually  left  to  our 
own  devices.  Effective  communication  re- 
quires more  than  just  putting  words  onto 
paper.  Our  words  need  to  be  carefully  se- 
lected, well  organized  and  properly  pre- 
sented. 

While  testing  the  different  word  proces- 
sors for  this  issue,  I  came  across  two  inter- 
esting and  helpful  utility  programs  as 
well  as  two  stand-alone  spell  check  pro- 
grams, which  help  do  just  that.  Having 
never  been  reluctant  to  accept  a  helping 
hand,  I  eagerly  welcomed  the  chance  to 
meet,  face  to  keyboard,  these  impressive 
writer  aides. 

Reason  from  The  Other  Guys,  a  com- 
puterized proofreading  system,  is  prob- 
ably unlike  any  other  program  you've 
seen,  unless  you  have  access  to  AT&T's 
Writer's  Workbench.  Reason  is  the  Amiga- 
size  version  of  that  powerful  (and  expen- 
sive— $1500)  writing  aide.  It  analyzes 
your  completed  documents  for  errors  in 
five  separate  categories:  prose,  style,  word 
analysis,  structure  and  errors  (spelling, 
punctuation,  diction). 

The  best  way  to  describe  the  program  is 
to  compare  it  to  a  personal  English  profes- 
sor Rather  than  telling  you  how  to  write, 
the  program  inspects  your  document  (cre- 
ated with  a  word  processor)  and  offei-s  sug- 
gestions as  to  how  it  could  be  improved. 
For  example,  let's  say  you  are  writing  a 
short  stoiy  for  a  children's  magazine.  Rea- 
son can  critique  the  text's  style  according 
to  readability — to  ensure  that  you  are  nei- 
ther writing  over  nor  under  your  intended 
audience's  education  level.  It  can  also  offer 
suggestions  on  how  to  improve  the  gener- 
al diction  of  the  text  or  flag  possible  sexist 
terms.  If  the  program  feels  you  have  over- 
used a  phrase  or  word,  it  will  flag  those 
too.  It  can  check  for  spelling,  double  words 
and  split  infinitive  problems.  It  will  even 
proofread  the  document  for  punctuation 
errors — and  suggest  corrections.  Like  a 
good  English  teacher,  Reason  offers  ad- 
vice, but  does  not  force  you  to  abide  nor 
homogenize  your  writing  style.  Whether 
to  use  its  advice  is  your  decision. 

The  advice  and  critiques  Reason  offers 

word  processors  for  the  Amiga  that  we 
may  have  overlooked.  In  addition,  some 
products  such  as  Kind  Words  from  The 


can  be  displayed  on  screen  for  immtdiate 
feedback,  or  dumped  to  a  printer  or  disk 
file  for  future  reference.  The  program  does 
not  include  functions  to  edit  your  dccu- 
ment.  Thus,  after  considering  fleoson's  ad- 
vice, you  must  edit  the  file  using  your 
word  processor. 

The  original  AT&T  version  of  this  pro- 
gram was  designed  to  help  business  ex- 
ecutives improve  their  writing/communi- 
cation skills.  Because  of  its  backgroimd, 
Reason  is  perfect  for  business  use,  but 
after  testing  the  program  I'm  sure  anyone 
interested  in  improved  writing  skill;?  will 
find  it  helpfiil.  The  program's  single  draw- 
back is  its  price.  Joe  Neilsen,  of  the  Other 
Guys,  tells  me  the  package  is  priced  high- 
er than  they  would  like  because  they  must 
collect  royalties  paid  to  AT&T  for  the  por- 
tions of  Reason  derived  from  Writer's 
Workbench. 

Outline!,  a  thought  processor  from  PAR 
Software,  is  the  second  writing  aide  I  par- 
ticularly like.  Ever  since  I  fell  in  love  with 
Broderbund's  Thinking  Cap  for  the  64,  I'd 
been  on  the  lookout  for  a  similar  program 
for  my  Amiga.  Outline!  lets  you  organize 
thoughts  intuitively.  Using  word  pnDcess- 
ing-like  editing  tools  (cut,  paste,  move), 
the  program  lets  you  quickly  put  your 
thoughts  on  screen  and  then  rearraiige 
them.  I  can  remember  my  high  school 
English  teacher  harping  over  and  over 
about  the  importance  of  organizing  our 
thoughts  in  an  outline  before  begimiing  a 
term  paper  In  retrospect  I  recognize  the 
wisdom  of  her  lesson,  but  as  we  all  linow, 
outlining  a  project  is  usually  boring,  al- 
ways time  consuming  and  difficult  to  ad- 
just if  you  decide  to  add  or  move  a  topic. 
With  those  complaints  in  mind,  the  devel- 
opers oi  Outline!  carefully  designed  a  pro- 
gram which  removes  all  the  negative  at- 
tributes of  outlining. 

lb  begin  you  simply  type  the  first 
thought  that  comes  into  mind.  Then  you 
add  the  second,  third,  etc.  until  you  have 
covered  all  the  important  topics.  You  are 
free  to  use  the  mouse  to  move  the  topics 
around  until  they  are  in  the  proper  order. 
Tb  branch  off  of  a  main  topic,  you  sunply 
place  the  cursor  over  the  topic  head  iind 
press  RETURN.  A  branch  topic  is  auto- 
matically opened.  If  you  want  to  move  or 
erase  areas  of  the  outline,  you  can  define 
the  area  with  the  block  option  and  proceed 

Disc  Company,  were  not  yet  available  at 
the  time  this  was  compiled.  Watch  for  a  re- 
view of  Kind  Words  in  an  upcoming  issue. 


112     MARCH  1988 


loing  It  Write 

just  as  you  would  with  your  word  pnx^s- 
sor. 

The  finished  outline  can  be  dumped  to  a 
disk  (for  future  reference  or  editing)  or 
your  printer  in  either  condensed  form 
(show  only  topic  heads)  or  expanded  form 
(showing  the  entire  outline).  A  real  plus  is 
the  ability  to  load  the  outline  file  directly 
into  your  word  pircessor  and  expand  it 
into  a  topic  there. 

As  a  word  processing  aide,  Outline!  is 
wonderful,  but  Fve  found  it  just  as  useful 
preparing  notes  for  college  lectures.  I'm 
sure  as  time  goes  by  I  will  find  other  uses. 
Among  the  suggested  uses  in  Outlimh 
manual  are:  list  maker  for  recipes,  gifts, 
addresses  and  phone  numbers,  or  creating 
an  index  for  a  book  or  manual. 

The  one  word  pnKessing  utility  I  will 
not  be  without  is  a  program  to  check  my 
documents  for  spelling  errors.  I  am  a  poor 
speller  No  one  who  has  ever  read  the  first 
draft  of  anything  Fve  written  could  testify 
otherwise.  So  it  comes  as  no  surprise  that 
when  word  processors  are  compared,  I  find  | 
it  diflBcult  not  to  lean  favorably  toward      ! 


those  with  the  better  spell  check  options. 
Because  the  Amiga  allows  multitasking, 
several  good,  independent,  spell  checkers 
have  come  to  the  market.  Two  that  1  have 
used  and  like  are  Promise  (The  Other 
Guys)  and  LexCheck  (CDA).  Both  have 
very  healthy  word  lists  (over  90,000),  can 
handle  files  created  with  the  six  word  pro- 
c^sors  mentioned  in  the  main  article  and 
allow  the  user  to  add  words  to  the  diction- 
ary. When  compared  with  the  spell  check 
which  comes  with  WordPerfect,  both  of 
these  programs  were  able  to  check  and 
correct  identical  documents  faster.  The 
programs  will  even  check  the  spelling  of 
documents  created  with  ProWiite  and  Vi- 
zaWrite  as  long  as  the  check  is  performed 
before  graphics  are  introduced. 

I'm  sure  there  are  other  equally  usefiil 
utility  programs  out  there  just  waiting  to 
assist  us  all.  These  four  ai-e  mentioned 
simply  because  they  are  the  ones  I've 
used.  The  bottom  line  is — ^you  are  not 
alone.  If  you  need  help  organizing  your 
thoughts,  polishing  a  document  or  verify- 
ing spelling,  help  is  as  close  as  your 
Amiga.  H 


.'\miga  Word  Processor  Vendors 
The  following  products  and  publishers  are  mentioned  in  this  article. 


Desktop  VizaWrite    $149.95 
Progressive  Peripherals  &  Software 
464  Kalamath  St. 
Denver,  CO  80204 

(303)  8254144 

LexCheck    $29.95 
Complete  Data  Automation 
561  N.  Main  St. 
Yreka,  CA  96097 
(916)  842-3431 

LPD  Writer    $119.95 

Digital  Solutions,  Inc. 

2-30  Wertheim  Ct. 

Richmond  Hill,  Ontario  L4B  1B9 

Canada 

(416)  731-8775 

Outline!    $49.95 
PAR  Software,  Inc. 
RO.  Box  1089 
Vancouver,  WA  98666 
(206)  695-1368 

ProWrite    $124.95 
New  Horizons  Software 
PO.  Box  43167 
Austin,  TX  78745 
(512)  329-6215 


Promise    $49.99 
Reason    $395.00 
The  Other  Guys 
55  N.  Main  St. 
Suite  301-D 
Logan,  UT  84321 

(800)  942-9402      (801)  753-7620 

Scribblel    $99.95 
Micro-Systems  Software,  Inc. 

12798  W.Forest  Hill  Blvd. 
Suite  202 

W.  Palm  Beach,  FL  33414 
(305)  790-0770 

Talker    $69.95 
Finally  Software,  Inc. 
4000  MacArthm-  Blvd. 
Suite  3000 

Newport  Beach,  CA  92663 
(415)  564-5903 

WordPerfect    $395.00 
WordPerfect  Corporation 
288  W.  Center  St. 
Orem,  UT  84057 

(801)  2774020 


Amiga  Software  Reviews/Test  Drive 

Continued  from  page  42 

the  scenery  does  not  change.  Once  you've 
played  this  game  several  times,  you  are 
grasping  for  something  new — a  billboai'd, 
a  different  road,  anything,  just  a  change  of 
scenery.  After  including  the  before-men- 
tioned bird  droppings,  why  did  they  not 
include  windshield  wipei-s? 

Having  completed  Test  Drive  with  all 
five  cars,  I  ran  across  several  bugs  in  the 
program.  The  first  bug  I  encounteiied  had 
to  do  with  the  way  the  gearshift  is  dis- 
played. The  gearshift  seems  to  be  choppy 
and  almost  an  afterthought  rather  than  a 
part  of  the  game.  The  second  bug  1  en- 
countered was  after  1  had  crashed  my  car 
for  the  fifth  time,  and  1  reselected  the  type 
of  car  I  wanted.  When  the  car  fii-st  ap- 
peared, the  dashboard  and  gearshift  were 
gone,  and  I  got  a  famous  Guru  Meditation 
Error  Despite  these  complaints,  I  found 
many  good  points  as  well. 

Perhaps  the  most  interesting  concept  of 
the  game  is  the  rearview  mirror  It  was  ob- 
viously not  an  afterthought,  and  it  has 
great  detail.  The  way  the  miiTor  displays 
the  distance  between  cars  after  you  have 
passed  them  is  truly  a  plus!  I  will  also  give 
them  credit  for  the  fact  that  the  dash- 
board, gearshift,  speed  and  performance 
are  noticeably  different  depending  on  the 
type  of  car  you  choose.  This  makes  you 
feel  like  you  are  actually  driving  the  car 
that  you  have  chosen! 

Test  Drive  combines  good  graphics, 
sound  and  music  to  keep  you  coming  back 
to  the  game.  I  have  had  a  lot  of  f\in  play- 
ing Test  Drive,  and  besides,  where  else  can 
you  drive  the  sports  car  of  your  dream  at 
over  170  mph  through  a  30  mph  zone? 

Hints  and  Tips 

When  you  first  get  the  game,  start  out 
with  something  that  does  not  have  as 
much  zip  as  the  173  mph  Lamborghini. 
The  Porsche  is  one  of  the  best  all-aix)und 
cars  for  beginners.  It  combines  good  speed 
and  handling  along  the  mountain  road  to 
help  you  get  the  "feel"  of  the  game. 

Have  you  been  pulled  over  too  many 
times  by  the  police?  Then  try  this:  get  up  a 
speed  of  over  110  mph,  and  nothing  will 
stop  you.  You're  just  a  blui-  on  their  radar 
and  no  match  for  their  cruisers. 

Remember,  before  you  accelerate  when 
starting  out  from  the  gas  station  or  begin- 
ning a  new  game,  shift  into  first.  If  you 
don't,  you're  history  even  before  you  get 
started. 

When  your  rpm  indicator  gets  in  the 
red  area,  it  is  time  for  you  to  shift  into  the 
next  highest  gear,  or  your  engine  is 
gone!  B 


COMMODORE  MAGAZINE     113 


Quest  for  Adventure 

continued  from  pg.  77 

simple  depictions  of  your  sur- 
roundings in  the  game. 

While  plajdng  a  game,  you 
may  get  tired  of  looking  at  the 
same  pictures  for  the  hun- 
dredth time.  A  good  text-and- 
graphics  adventure  allows  you 
to  turn  the  pictures  off  or  make 
them  smaller  on  the  screen.  If 
and  when  you  do  get  sick  of  the 
graphics,  turn  them  off  and 
give  your  eyes  a  rest. 

A  picture  on-screen  may  not 
show  in  detail  what  is  de- 
scribed in  the  text.  If  it  doesn't, 
you  have  a  bad  adventure 
game.  It's  not  too  hard  to  draw 
a  picture  from  a  text  descrip- 
tion, if  you  are  the  one  who 
wrote  that  text  and  originated 
the  idea  in  your  mind.  How- 
ever, an  artist  hired  to  create 
graphics  fantasy  may  not  be 
able  to  envision  the  world  as 
well  as  the  designer  Problems 
like  this  happen  less  fiiequent- 
ly,  but  badly  designed  text- 
and-graphics  adventures  are 
still  occasionally  released. 

Don't  let  the  graphics  on  the 
screen  hamper  the  pictures  you 
may  have  been  forming  inside 
your  head.  This  is  where  text- 
and-graphics  adventures  run 
into  problems.  The  purpose  of 
the  accompanying  picture  is  to 
give  form  or  reality  to  the  im- 
agery in  your  head.  Any  other 
effect  should  be  ignored. 

The  second  type  of  text-and- 
graphics  adventure  is  more  in- 
teresting in  that  objects  are  de- 
leted and  added  to  the  screen, 
and  sometimes  the  pictures 
come  to  life.  You  get  more  aoiu- 
rate  depictions  of  your  location 
in  the  game.  In  some  cases,  de- 
pending on  the  graphics,  you 
may  not  need  to  map  the  ad- 
venture, although  I  have  en- 
countered only  a  few  like  this. 

Look  carefully  at  the  objects 
on  the  screen.  Sometimes,  be- 
cause of  their  orientation,  color 
or  location  on  the  screen,  it  is 
obvious  that  an  item  can  be 
manipulated.  Experiment  with 
the  objects  you  see  on  the 
screen  and  see  what  moves. 

When  you  have  found  a  text- 
and-graphics  game  that  has 


you  anticipating  each  new  im- 
age, you  know  you  have  found 
a  good  one. 

Examples  of  the  first  type  of 
text-and-graphics  adventure 
are:  The  Guild  of  Thieves,  The 
Pawn,  The  Hobbit,  The  Fellow- 
ship of  the  Rings,  Jewels  of 

Role-playing  games 
bring  together  all 
elements  of 
adventuring  into  one 
package. 

Darkness  and  Knight  Ok.  Ex- 
amples of  the  second  type  are: 
Transylvania,  Dragonworld, 
Mindshaclow  Dark  Lord,  Tlie 
Serpent's  Star  and  Blade  of 
Black]XX}le. 

Role-I'layinfj  (iiunes 

Role-playing  games  are  an 
entirety  different  breed  of  ad- 
venture which  requires  an  en- 
tirely different  approach  to 
play  successfully.  Made  popu- 
lar by  the  enormous  success  of 
fantasy  games  such  as  Dun- 
geons and  Dragons,  role-play- 
ing games  are  character-ori- 
ented. The  whole  game  re- 
volves aixjund  the  quest  of  a 
character  or  gi"oup  of  charac- 
ters. In  their  quest,  these  char- 
acters find  and  use  magic  ob- 
jects, fight  monsters  and  other 
characters,  search  for  treasure, 
explore  lands  and  islands,  trav- 
el through  different  dimen- 
sions, meet  danger  and  take 
risks  at  every  turn  to  take 
them  to  the  ultimate  goal. 

From  mapping  to  character 
generation  and  usage,  role- 
playing  games  bring  together 
all  elements  of  adventuring 
into  one  package.  This  is  why 
so  many  people  prefer  to  play 
role-playing  games.  The 
amount  of  sti^ateg}'  needed  to 
play  them  is  enonnous,  and 
the  game  is  truly  based  upon 
your  actions  and  characteris- 
tics, as  opposed  to  static  games 
that  rely  only  upon  your  abili- 
ty to  use  objects  and  visit  dif- 
ferent places. 


The  fii-st  and  most  impoilimt 
part  of  any  role-playing  game 
involves  setting  up  your  char- 
acter or  band  of  characters. 
Each  g;mie  accomplishes  this 
necessity  in  a  different  way.  In 
any  case,  your  character  is  as- 
signed different  attributes, 
such  as  strength  and  intelli- 
gence, and  the  rest  of  the  game 
experience  relies  on  how  well 
your  character,  through  liis'her 
attributes,  i.s  able  to  deal  with 
the  situations  in  the  game. 

The  art  of  mapping  takes  on 
a  new  form  in  role-playing 
games.  No  longer  is  there  a  set 
rule  for  mapping  a  game,  but 
rather  a  series  of  guidelines  lor 
making  representations  that 
can  help  you  with  the  game. 
Mapping  depends  on  the  spe- 
cific game,  but  it  definitely 
does  not  re-quire  boxes  emd 
lines  to  coimect  the  boxes. 
Mapping  in  a  rale-playing 
game  is  used  ibr  one  of  two  pur- 
poses— U)  draw  towns,  dun- 
geons ;md  STOmetriail  or  ma- 
trix-oriented places  and  to 
draw  outside  terrain.  Each 
pui-{)ose  has  its  own  method. 

Beciiuse  of  the  syrrmietrical 
nature  of  dungeons,  they  can 

By  the  end  of  the 
game,  you  will  know 
your  character  so  well 
you  won't  want  to 
leave  him/her  to  go 
on  to  a  new  game. 


best  be  represented  on  graph 
paper  It's  a  good  idea  to  get 
large-scale  graph  paper  to  give 
you  enough  room  to  make  no- 
tations within  the  grid.  Use  let- 
ters and  numbers  to  indicate 
.special  objects  or  characters 
wnthin  a  room  and  a  differe>nt 
grid  block  for  each  iwim,  T>va\v 
lines  around  a  block  to  indiciite 
which  walls  are  present,  and 
use  colored  pencils  to  show  dif- 
ferences between  objects  and 
characters  or  to  distinguish 
types  of  objects  or  characters.  A 
good  example  of  a  role-playing 


game  for  which  this  mapping 
method  would  work  well  is 
Bard's  Tale. 

The  second  type  of  mapping 
requires  keeping  track  of  the 
terrain  of  a  game.  There  are 
only  a  couple  of  hints  I  :an  give 
you  here,  because  of  the  vari- 
ance in  terrain  shapes  from 
one  game  to  the  next.  If  you 
can,  use  a  screen  dump  or  the 
pau.se  function  of  a  game  to 
draw  a  map  as  accuratsly  as 
you  can.  Mapping  terrain  de- 
pends on  youi'  drawing  abili- 
ties and  only  proves  effective 
when  you  can  draw  the  general 
shape  or  limits  of  a  typs  of  ter- 
rain or  land.  Use  colored  pen- 
cils to  indicate  towns  aid 
buildings  on  the  map.  7heii'  lo- 
cation on  the  map  doesn't  have 
to  be  perfect — only  their  rela- 
tive locations  should  be  kept 
intact.  The  Ultima  games  will 
give  you  plenty  of  practice  in 
mapping  terrain.  If  you've  got 
a  good  memory,  don't  worry 
about  mapping  land. 

One  of  the  most  important 
elements  of  a  role-playing 
game  package  is  the  m.mual. 
Make  sure  that  you  know  all  of 
the  goals  of  the  game  (lioth 
long  and  short  term)  before 
starting  out.  Also,  make  sure 
that  you  know  what  ea':h  and 
every  key  on  the  keyboioxi  does 
in  the  game. 

Role-playing  games  &.ssign  a 
function  to  most  letters  of  the 
alphabet.  Pressing  a  key  most 
certainly  will  do  something. 
Fluency  with  game  commands 
makes  a  better  role-plaj'ing  ad- 
venturer. If  a  game  has  a  refer- 
ence card,  keep  it  at  yoiu*  side. 

You  have  to  get  a  stnmg  un- 
derstanding of  your  attributes 
and  how  they  affect  your  pro- 
gress. Get  a  feel  for  your  char- 
acteristics and  how  they 
change  as  you  perform  certain 
actions.  TVy  to  increase  them  or 
decrease  them  and  make  notes 
about  what  these  actions  were. 

Know  the  teirain  on  which 
you  will  be  traveling.  Some  ter- 
rain affects  movement  differ- 
ently from  other  terrair.  Find- 
ing out  how  quickly  you  am 
move  affects  how  long  you  can 
live  with  a  monster  on  vour 


114     MARCH  1988 


Quest  for  Adventure - 


tail.  Different  monstei*s  appeal* 
in  different  tj-pes  of  ten-ain,  as 
well.  Read  the  monster  descrip- 
tiontj  in  your  manual  to  find 
out  where  you  can  expect  to  see 
ceitain  monstere.  Also,  under- 
stand how  much  power  mon- 
stere  possess  on  different  levels 
and,  especially,  when  to  itui. 

Get  used  to  the  way  your 
character  responds  to  different 
situations.  By  the  end  of  the 
game,  you  will  know  yom-  chai-- 
acter  so  well  that  you  won't 
want  to  leave  him/her  to  go  on 
to  a  new  game.  This  is  why 
some  games  or  series  of  games 
allow  characters  from  other 
games  to  be  used — to  keep 
yom-  alternate  pei-sonality 
alive  and  well. 

If,  however,  youi-  character  is 
not  getting  along  too  well  in 
the  game,  you  have  t\vo  op- 
tions: fight  until  he/she  dies  or 
restart  with  a  new  character. 
The  latter  option  is  better,  be- 
cause a  weak  chai-acter  may 
never  be  able  to  fiilly  win  a 
game.  Struggling  through  a 
role-playing  game  like  that 
wastes  a  lot  of  valuable  time 
and  energ>'. 

Combat  is  a  veiy  important 
part  of  role-playing  games. 
There  are  two  types  of  combat 
in  such  games.  The  first  type 
involves  one  on  one  combat 
with  an  enemy  It  requires 
some  knowledge  of  the  weapon 
you  ai^e  using  and  the 
strengths  of  the  enemy  and 
youi-self 

The  second  type,  called  tacti- 
cal combat,  involves  multiple 
character.  Carried  out  like  a 
war  game,  this  type  of  combat 
takes  as  little  as  a  few  seconds 
or  as  long  as  many  bom's.  In 
either  case,  cai^eful  examina- 
tion of  the  opponents)  is  neces- 
sary, and  you  must  keep  a  level 
head. 

Most  role-playing  games 
have  towns.  Tbvvns  sa-e  veiy  im- 
poitant  to  your  success  because 
of  the  shops,  people  and  oppor- 
tunities that  they  possess. 
Know  what  they  possess  (weap- 
ons shop,  magic  shop,  casino, 
chapel,  etc.),  and  mark  them 
down  on  your  map  of  the  town. 


Most  shop  owiiere  will  allow 
bai'gaining  for  their  items.  In 
such  a  case,  start  haggling  at  a 
low  price  and  slowly  raise  your 
price  to  meet  the  shop  ov^-ner's. 
Write  dowTi  how  much  shops 
charge  for  items  and  weigh 
those  prices  against  those  in 
'  other  towns  so  that  you  know 
where  to  go  the  next  time  you 
play  the  adventure. 

Magic  is  often  an  essential 
part  of  role-playing  games. 
Know  what  each  spell  does  and 
how  much  it  costs.  You  may 
have  to  be  holding  certain  ob- 
jects to  make  a  spell  or  magic 
item  work.  Finding  out  what 
objects  are  needed  is  haff  of  the 
challenge;  knowing  the  right 
time  to  use  a  magic  item  is  the 
other  half 

ly  k  to  other  chaj-acters  in 
the  game.  Most  of  the  time, 
^■hey  have  valuable  advice  to 
offer— things  you  may  not  find 
out  about  anywhere  else.  Gam- 
bling is  also  an  important  part 
of  a  lot  of  role-plajdng  games. 
Money  is  needed  to  buy  neces- 
sities of  the  games  and  more  of- 
ten than  not  killing  monsters, 
finding  hidden  treasures  and 
gambling  are  your  only  sources 

Magic  is  often  an 
essential  part  of  role- 
playing  games. 


for  money.  Learning  how  to 
gamble  effectively  will  make 
your  character  rich. 

Finally,  don't  be  discouraged 
if  a  role-playing  game  is  taking 
a  long  while.  Most  games  often 
last  for  many  hours  and  re- 
wards come  slowly.  Get  some 
friends  together  for  help  and 
don't  give  up  hope.  Reaching 
the  end  of  a  role-playing  game 
gives  a  strong  feeling  of  accom- 
plishment! 

Examples  of  role-playing 
games  are:  Roadwar  2000  and 
Roadwar  Eumpa,  Might  and 
Magic  Book  One,  Temple  ofAp- 
shai  Trilogy,  Questron,  Bard's 
Tale,  Starfieet  I,  Legacy  of  the 
Ancients,  Elite,  Tekngard  and 
The  StandiTig  Stones. 


(iraphic  Adventiiies 

Graphic  adventures  have 
very  little  keyboard  use,  and 
the  game  moves  along  as 
quickly  and  smoothly  as  the 
player  can  move  as  in  an  ar- 
cade game.  Most  use  a  joystick 

Graphic  adventures 
are  usually  more  fun 
than  others  because 
of  their  arcade-like 
qualities. 


and  usually  no  mapping  is  re- 
quired. Pitfall!  is  an  exception, 
in  that  there  are  so  many 
rooms  that  in  order  to  finish 
the  game,  you  have  to  map  the 
screens.  Games  like  Pharaoh's 
Curse  have  a  lot  of  game 
screens  but  make  you  rely  on 
your  memory.  Adventures  like 
impossible  Mission  give  you  a 
map  on  the  screen.  The  prima- 
ly  emphasis  of  these  games  is 
fiin. 

The  bulk  of  a  graphic  adven- 
ture requires  you  to  move  a 
character  on  the  screen  with  a 
joystick.  Keys  are  used  for  such 
things  as  throwing  magic  bolts 
or  throwing  a  bomb.  In  gi-aphic 
adventures,  your  joystick  is  the 
key  to  opening  the  door  to  an- 
other world.  Joysticks  test  your 
skill,  perseverance  and  ability 
to  instantly  recognize  other 
characters  and  objects  as  op- 
posed to  solving  puzzles  and 
commanding  characters. 

Graphic  adventures  usually 
have  some  kind  of  score.  It's  a 
good  idea  to  know  how  you  get 
points  in  a  game  land  how 
many)  so  that  you  can  maxi- 
mize your  score  with  the  least 
hassle.  Some  graphic  games 
also  have  elements  of  role- 
playing  games  in  that  they 
also  have  energy  levels,  intelli- 
gence levels  or  other  attributes 
that  vary  throughout  the  game 
(like  Demon  Stalkers).  Learn 
how  to  control  these  attributes 
and  use  them  to  make  the 
game  easier. 

There  are  usually  a  lot  of 


rooms  or  screens  in  this  type  of 
game.  Knowing  how  to  get 
friom  one  room  to  the  next 
while  avoiding  obstacles  is  part 
of  the  fim  of  a  gi-aphics  adven- 
ture. Obstacles  are  right  before 
your  eyes,  and  whether  you 
jump  over  them  or  blow  them 
away,  getting  past  them  intixs- 
duces  a  challenge  into  the 
game. 

Graphic  adventui^s  are  usu- 
ally more  flm  than  others  be- 
cause of  their  ai-cade-hke  qual- 
ities and  immediate  results. 
You  usually  can't  save  games 
in  pragi-ess,  so  set  aside  some 
tune  for  a  serious  attempt. 

The  graphics  are  not  just 
pretty  pictmies.  More  often 
than  not,  you  can  touch  or  pick 
up  objects  (just  by  moving  youi' 
character  over  them).  This  is 
where  object  knowledge  comes 
into  play.  You  have  to  know 
which  objects  ane  useful  and 
which  to  stay  away  fmui. 

Most  adventures  of  this  type 
use  the  joystick  button  for 
something:  jumping,  picking 
up  items,  firing  bullets  or 
weapons  or  transfonning  the 
chai-acter.  Feel  comfortable 
with  the  joystick  and  the  char- 
acter's movements  up  on  the 
screen  in  relation  to  the  joy- 
stick. 

Above  all,  keep  youi'  ulti- 
mate goal  in  mind.  Tkke  notes 
if  you  can,  to  help  others  to 
play,  since  mapping  is  not  nec- 
e^aiy.  Explain  exactly  what  to 
do  and  exactly  what  items  you 
need  to  be  successiul.  Graphic 
adventures  usually  have  a 
limited  set  of  instructions,  with 
a  lot  of  important  personal  ex- 
ploration necessary,  making 
the  adventure  equally  chal- 
lenging for  everyone. 

Examples  of  graphic  adven- 
tares  are:  Spell  of  Destruction, 
Dragon's  Lair,  The  Last  Ninja, 
Druid,  Gemsione  Warrior, 
Howard  the  Duck,  Spiderbot, 
Adventure  Construction  Set, 
Zoids  and  Rod  Warrior. 

Response/Commtind- 

Oricntcd  (lames 

Response/ctimmand-oriented 
games  are  the  most  unusual 


COMMODORE  MAGAZINE     115 


luest  for  Adventure 

and  least  common.  They  de- 
pend on  putting  together  com- 
mands and  responses  from 
menus  (usually  by  using  a 
joystick)  in  such  games  as  Law 
of  the  West  and  Maniac  Man- 
sion, responding  to  infonnation 
given  to  you  in  such  games  as 
Portal  and  Perry  Mason  and 
playing  the  game  using  icons 
and  menus  in  such  games  as 
Shadowfire  and  Hacker  II. 
They  all  have  an  artificial  feel- 
ing in  that  you  don't  dii-ectly 
move  a  character,  but  use  the 
controls  that  move  the  chai'ac- 
ter  (as  in  Titanic:  The  Recovery 
Mission]  externally. 

Since  the  games  are  con- 
trolled by  menus  or  options, 
you  must  know  what  to  do  with 
them.  In  Titanic:  The  Recovery 
Mission,  you  have  to  decide 
whether  to  host  a  press  confer- 
ence or  to  phone  prospective 
contributors.  In  Hacker  II,  you 
have  to  choose  between  moni- 
tors and  decide  whether  to  out- 
put recorded  tape  onto  the 
monitors  or  allow  live  cover- 
age. Options  like  these  are 
game-specific.  Suffice  it  to  say 
that  you  must  know  which 
choices  to  make  and  when,  so 
that  you  concentrate  more  on 
playing  the  game. 

Most  of  these  games  are  dia- 
logue-based in  that  the  com- 
mands that  move  the  game 
along  are  executed  in  the  form 
of  dialogue.  Typical  dialogue- 
based  games  are:  Accolade's 
Comics,  Sinbad  (only  some- 
what) and  Law  of  the  West. 
Choose  your  words  carefiilly, 
because  most  of  your  responses 
can't  be  retracted.  You'll  be 
talking  to  other  characters  a 
lot,  so  make  sui-e  that  you  take 
note  of  the  way  they  act  when 
you  say  something.  Remember 
the  kind  of  answers  and  ques- 
tions that  they  like. 

Mystery  games  are  based  en- 
tirely upon  clues  and  puzzles, 
with  a  lot  of  emphasis  on  dia- 
logue among  characters  and 
accusations  aimed  at  suspects. 
For  this  reason,  some  mystery 
games  have  been  included  in 
this  category.  Mysteiy  games 
rely  upon  use  of  the  brain. 


Again,  it  seems  that  the  game 
is  more  mind-controlled  and 
external  fit)m  the  character. 
Don't  let  this  feeling  affect 
your  reasoning  powers. 

Mysteries  also  offer  a  lot  of 
inlbnnation  for  perusal  and  ex- 
amination by  the  player  Make 


Unfortunately,  it 
usually  takes  a  long 
while  to  finish  a 
game  in  the  high 
technology  category, 


sure  that  you  write  it  down  as 
it  is  given  to  you.  Other  than 
this,  the  only  writing  that  you 
need  to  do  in  a  mystery  adven- 
ture involves  any  special  facts, 
specifics  or  unique  commands 
that  you  have  used  and  what 
they  do. 

Some  of  the  games  in  this 
category  are  just  plain  fun 
(Law  of  the  Westl,  some  are 
more  serious  iPortal),  and  some 
I'equire  more  thought  (Perry 
Mason).  The  object  of  your 
questions  and  responses  is  to 
pick  up  facts  and  data.  Assimi- 
late these,  because  success  de- 
pends on  it.  Just  remember, 
you  are  "assembling"  a  com- 
mand for  the  game,  silly  com- 
mands do  nothing,  and  legiti- 
mate commands  will  get  you 
everywhere. 

Examples  of  resjx)nse'com- 
mand-oriented  games  are:  Por- 
tal, Accolade's  Comics,  Killed 
Until  Dead,  Suspended,  Law  of 
the  West,  Labyrinth,  Titanic: 
The  Recovery  Mission,  Maniac 
Mansion,  Peny  Mason,  Sha- 
dowfire, Hacker  11  and  221  B 
Baker  St. 

Hi-Tech  Adventure 
(James 

High  technology  adventm-e 
games  are  the  latest  class  es- 
tablished indirectly  by  soft- 
ware companies.  By  picking 
and  choosing  elements  fiiom 
the  five  classes,  designers  have 
put  together  "super  adven- 
tures." High  technology  adven- 


ture games  ai-e  the  result  of  all 

of  the  others.  They  have  their 
own  distinct  flavor,  offer  much 
for  such  a  small  price  and  give 
you  the  feeling,  through  in- 
credible detail,  that  the  design- 
er is  right  there  with  you. 

High  technology  adventures 
best  utilize  the  power  of  the 
computers  for  which  they  are 
vmtten  and  use  it  intelligently. 
Although  most  of  them  are  for 
machines  with  higher  memory 
(Amiga),  there  are  many  avail- 
able that  fill  up  the  RAM  of 
smaller  computers  (Commo- 
doa-  64  and  128). 

Tliese  adventures  take  what 
works  well  in  each  of  the  five 
other  categories  and  combines 
them  into  a  single  unique  enti- 
ty. Ijeisure  Suit  Lany  in  the 
Land  of  the  Lounge  Lizards,  for 
example,  uses  text,  menus, 
windows  and  animated  graph- 
ics to  present  a  delightful  ad- 
venture. Faery  Tale  Adventure 
uses  graphic  animation, 
menus  and  role-playing  char- 
acters to  tell  a  tale.  These  two 
games  and  all  others  in  the 
categoiy  make  maximal  use  of 
the  graphics  capabilities  of  the 
machines,  so  that  you  can  rely 
on  them  to  give  you  useftJ  in- 
formation. 

If  games  in  this  category 
have  text,  you  can  be  sure  that 
the  parser  is  pretty  good.  In 
Leisure  Suit  Larry,  the  text  is 
not  emphasized  as  much; 
therefore,  it  is  limited.  How- 
ever, in  the  Kings  Quest  series, 
the  parser  is  very  good. 

The  use  of  windows  in  the 
high  technology  genre  spans 
numerous  games  fit)m  Beyond 
Zork  (the  first  all-text  game 
with  windows)  to  Pirates!  (use 
of  many  multiple  windows). 

High  technology  adventure 
games  are  usually  very  easy  to 
play  physically— just  execute 
commands  and  move  charac- 
ters. ITiey  use  the  keyboard 
and  joystick  or  mouse  for  bet- 
ter game  play  and  include  ref- 
erence cards  so  that  there  is  no 
doubt  about  what  is  possible  in 
the  game.  Most  games  play  so 
well  that  you  get  lost  instantly. 
Cinemaware  adventures  fix)m 
Mindscape  are  billed  as  inter- 


active movies — and  thai:  they 
are.  Most  high  technoloijy 
games  have  the  player  sitting 
in  fixint  of  the  computer  in  awe 
of  the  excellence  of  the  presen- 
tation of  the  game. 

Unfortunately,  it  usually 
takes  a  long  while  to  firish  a 
game  in  this  category'.  It's  a 
good  idea  to  have  somec>ne  sit 
down  with  you  to  help  (or  to 
just  ogle  the  monitor  i.  V/hat 
you  need  to  \vrite  down  de- 
pends on  the  game.  Adven- 
tures like  the  King's  Quest  se- 
ries may  need  mapping,  but 
those  like  Leisure  Suit  L/irry 
and  Sinbad  aren't  geography- 
intensive  games.  In  any  event, 
assimilate  all  of  the  teclmiques 
you  have  learned  ftxjm  playing 
games  in  the  other  five  cate- 
gories to  play  high  technology 
adventure  games.  Be  prepared 
for  the  challenge  of  youj-  life! 

Examples  of  high  teclmology 
adventure  games  are:  Arazok's 
Tomb,  Space  Quest,  King's 
Quest  series.  Leisure  Suit 
Larry  in  the  Land  of  the 
Lounge  Lizards,  Cinemaware 
series.  Alien  Fires  2199  .AD., 
Faery  Tale  Adventure,  Pirates!, 
Beyond  Zork  and  Border  Zone. 

Adventure  games  have  come 
a  long  way  fkim  that  lit:le 
brick  building  in  Adieniure. 
There  are  so  many  advances 
being  made  every  day  that  it 
won't  be  long  before  someone 
tries  to  put  all  of  Tblkien's 
world  onto  one  disk.  The  tech- 
nology exists — all  that  is  need- 
ed is  someone  to  tap  it.  Some  of 
the  trends  that  will  shape  ad- 
venture games  in  the  fii:ure 
are:  use  of  real  time  in  adven- 
tures (Border  Zone),  mixing 
graphics  and  text  intelligently 
(Beyond  Zork),  using  the  full 
power  of  a  machine  {Tfu-  Faery 
Tale  Adventure),  flippy  disks 
(one  game  on  each  side  of  a 
disk),  better  parsers,  tougher 
puzzles,  larger  game  geogra- 
phies and  the  intelligent  as- 
similation of  package,  gsme 
and  player  into  one  entity.  The 
possibilities  are  endless!  In  the 
meantime,  take  advantage  of 
existing  technology  and  go 
start  a  new  adventure!  K'appy 
questing.  g 


116    MARCH  1988 


Tips  &  Tricks/64  and  128 — 

Continued  from  page  14 

it  can't  run  other  programs  as  fast  as  if  it  were  disabled.  A  few 

quiclc  experiments  revealed  a  slowdown  of  between  six  and  119c. 

Tb  disable  the  Wedge,  enter  @Q.  lb  enable  it  again,  enter 
SYS  52224. 
Stanley  L.  Anderson 
Tishomingo,  OK 

64  Sprite  Finder:  This  is  quite  valuable  for  those  who  like  to  use 
sprites  made  by  others.  Once  the  sprite  is  in  memory,  load  and 
run  this  program.  (You  may  have  to  use  your  reset  button  if  the 
sprite  program  disables  the  RESTORE  key). 

Use  the  plus  and  minus  keys  to  search  through  memory  for 
sprites.  The  Space  Bar  toggles  between  hi-res  and  multi-color 
sprites,  and  the  equal  key  will  print  the  sprite  data  to  the  screen. 
Rajesh  Batra 
Cincinnati,  OH 

100  T$="SPRITE  FINDER  -  RAJESH  BATRA" 
110  T$=T$+CHR$(141)+" [DOWN] 

CONTROLS  ARE  +,-,=  AND  SPACE" 
120  T=0:M$="HIRES":B=200:POKE  53281,11 

:P0KE  53280, 12:P0KE  650,128 
130  POKE  53269, 1:P0KE  53248,100 

:P0KE  53249, 100:POKE  53287,1 

:P0KE  53285, 0:POKE  53286,4 
14  0  PRINT" [CLEAR] ";T$: PRINT" [DOWN] 

BLOCK  :",-B;  TAB  (18)  ;  "MODE;  ";M$ 

:POKE  2040,B:POKE  53276, T 
150  GET  A$:IF  A$=""THEN  150 
160  IF  A$="+"THEN  B=B+1 

:  IF  B>254  THEN  B  =  254 
170  IF  A5="-"THEN  B=B-1 

:IF  B<1  THEN  B=l 
180  IF  A$="  "THEN  210 
190  IF  A$="="THEN  POKE  53249,200 

:GOTO  240 
200  GOTO  140 
210  IF  T=l  THEN  T=0 : M$="HI RES " 

:GOTO  140 
220  IF  T=0  THEN  T=l :M$="MULTI " 
230  GOTO  140 
240  PRINT:FOR  P=0  TO  62 

:PRINT  PEEK(B*64+P) ; " ,"; :NEXT 

:GOTO  250 
250  PRINT:PRINT" [DOWN]PRESS  C  TO 

CONTINUE" 
260  GET  A$:IF  A$<>"C"THEN  260 
270  POKE  53249,100:GOTO  140 

64  to  128  conversion:  Commodore's  Super  Expander  64  cartridge 
is  available  many  places  for  about  $2()  and  adds  music  and 
graphics  commands  to  the  64.  With  minor  modifications  to  the 
programs,  you  can  i\in  many  128  music  and  graphics  programs 
on  the  64  vrith  Super  Expander,  including  many  of  those  found 
in  "Tips  and  Tricks!" 
Michael  Hall 
DeSoto,  TX 

128  simultaneous  text  and  graphics:  One  of  the  problems  in  pro- 
gramming 128  graphics  is  that  you  can't  see  your  typing  and  its 
results  at  the  same  time.  If  you  use  one  of  the  split-screen  graph- 


ics modes  you  can  get  around  this  to  some  extent,  but  it's  not 
veiy  satisfactory  for  graphics  that  cover  the  entire  screen  or  for 
graphics  that  take  more  than  a  few  lines  of  programming. 

This  program  lets  you  have  your  cake  and  eat  it  too!  It  switch- 
es the  screen  rapidly  between  text  and  graphics  modes,  so  that 
both  displays  are  visible  at  once.  There's  some  flickering  on  the 
screen,  of  course,  but  it's  a  small  price  to  pay  for  the  convenience 
of  seeing  everything  together. 

You  can  disable  the  program  by  hitting  STOP  and  RESTORE, 
and  you  can  activate  it  agam  by  executing  a  SYS2816. 

The  CIRCLE  statement  in  line  80  is  only  for  demonstration 
purposes.  You  can  eliminate  it  from  the  version  you  save  for  use 
as  a  utiK^'. 

Marco  A.  Gonzalez  Hagelsieb 
Guadalajara,  Mexico 

10  REM  128  SIMULTANEOUS  TEXT  & 

GRAPHICS 
20  REM  BY  MARCO  A.  GONZALEZ  HAGELSIEB 
30  FOR  J=2816  TO  2837:READ  K:POKE  J,K 

:CS=CS+K:NEXT: IF  CS=2226  THEN  50 
40  PRINT"DATA  ERROR.  CHECK  TYPING." 

:END 
50  GRAPHIC  1,1:GRAPHIC  0,1 
60  PRINT"NOW  YOQ  CAN  HAVE  TEXT  AND 

GRAPHICS" :PRINT"ON  SCREEN  AT  THE 

SAME  TIME! ! 
70  SYS  2816 

80  CIRCLE  1,160,100,85,70 
90  DATA  120,169,013,141,020,003,169, 

011 

91  DATA    141,021,003,088,096,169,001, 
069 

92  DATA    216,133,216,076,101,250 

128  Star  Wars  Theme:  The  accompanying  program  plays  sever- 
al bars  of  this  well-known  theme.  When  typing  it  in,  the  similar- 
ities in  several  of  the  Hnes  let  you  use  your  screen  editing  skills 
to  save  typing  time.  Lines  30  and  40  are  identical,  so  after  you 
enter  line  30,  move  your  cursor  up,  change  the  line  number  and 
press  RETURN.  Do  a  LIST  and  observe  that  both  lines  are  pres- 
ent in  memory. 

The  first  parts  of  Hnes  50, 60  and  70  are  also  identical.  TVpe 
line  50  up  to  the  place  where  they  differ,  then  use  the  same 
screen  editing  technique  to  duplicate  the  partial  line  into  lines 
60  and  70.  Add  the  tail  ends  to  lines  50-70,  and  your  typing  job 
is  finished. 

Examining  this  short  song  can  reveal  some  of  the  workings  of 
the  PLAY  statement.  The  T7  in  line  20  determines  what  "in- 
strument" will  be  playing  the  song.  Try  changing  the  7  to  other 
numbers. 

Inside  the  PLAY  statements  in  Hnes  30  through  70,  notice  the 
many  places  where  0  and  a  number  are  combined.  The  0  is  the 
letter  0,  standing  for  Octave.  Don't  make  the  mistake  of  typing 
a  zero  instead. 

Also  notice  the  W,  H,  Q  and  I  symbols  for  whole,  half  quarter 
and  eighth  notes  respectively.  Once  you  set  one  of  these  note 
lengths,  all  subsequent  notes  are  played  at  the  same  length. 
(Until  you  enter  another  length,  of  course).  In  line  30,  the  "WC 
G  IF  E  D"  gives  you  whole  notes  for  C  and  G,  and  eighth  notes 
for  F,  E  and  D. 
Bryan  Kollar 
Nanticoke,  PA 


COMMODORE  M/iGAZlNE     U7 


Tips  &  Tricks/64  and  128" 


BRYAN  KOLLAR 


10  REM  STAR  WARS  THEME 

20  TEMPO  20  :  PLAY  "T7" 

30  PLAY  "03  WC  G  IF  E  D  04  WC  03  HG 

IF  E  D  04  WC  03  HG  IF  E  F  WD  R" 
40  PLAY  "03  WC  G  IF  E  D  04  WC  03  HG 

IF  E  D  04  WC  03  HG  IF  E  F  WD  R" 

"02  HG  WA  QA  03  F  E  D  C  IC  D 

E  D  R  02  A  HB" 

PLAY  "02  HG  WA  QA  03  F  E  D  C  WG  D" 

PLAY  "02  HG  WA  QA  03  F  E  D  C  IC  D 

E  D  R  02  A  B  R  R  03  HG  04  QC  03  B 

A  R  G  F  E  R  HC  WG  R" 


50  PLAY 


613 

70 


128  Border  Killer:  This  program  is  actually  pretty  amazing.  For 
96  bytes,  this  Httle  gem  will  turn  off  your  top  and  bottom  bor- 
ders. With  the  borders  off,  you  can  effortlessly  display  sprites  in 
the  once  forbidden  zone.  Not  only  that,  but  since  it's  interrupt 
driven,  it  can  remain  in  the  background  while  other  programs 
are  running. 

Fyou  want  to  use  the  graphics  screen  then  you  must  first  en- 
able it  before  typing  SYS2816  to  activate  this  program,  lb  dis- 
able the  program  and  the  graphics  screen,  enter  SYS2900. 

Making  the  pokes  in  line  30  will  change  the  color  of  your 
screen  and  of  the  "invisible"  border  area. 
Joel  Gutteridge 
DrexelHUl,PA 


10  REM  128 
20  REM  SYS 
30  REM  POK 
40  FOR  A=2 
50  CK=CK+D 
60  IF  CKO 
:END 

70  DATA  A9 

71  DATA  15 

72  DATA  60 

73  DATA  19 

74  DATA  AD 

75  DATA  50 

76  DATA  F8 

77  DATA  21 

78  DATA  11 

79  DATA  53 

80  DATA  00 

81  DATA  20 


BORDER  KILLER-J.  GUTTERIDGE 
2316  ENABLES,  SYS2900  KILLS 
E28 98, BKGD:P0KE28 99, BORDER 
816  TO  A+95:READ  B$ 
EC(B$):POKE  A, DEC ( B$) : NEXT 
10526  THEN  PRINT"DATA  ERROR" 


,11 
,03 
,AD 
,00 
,50 
,0B 
,8D 
,D0 
,D0 
,  0B 
,00 
,81 


,8D, 
,A9, 
,52, 
,8D, 
,0B, 
,A9, 
,12, 
,4C, 
,A9, 
,8D, 

,00, 
,FF, 


14,03 
FF,8D 
0B,8D 
19, D0 
F0,18 
19, 8D 
D0,AD 
65, FA 
2F,8D 
21, D0 
00,78 
20, 8A 


,A9, 
,50, 
,51, 
,EE, 
,A9, 

,11, 
,51, 

,A9, 
,12, 
,4C, 
,20, 
,FF, 


0B,8D 
0B,58 
0B,AD 
50,03 
FF,8D 
D0,A9 
0B,8D 
17, 8D 
D0,AD 
65, FA 
84, FF 
58,60 


PIus/4  resources:  Some  Plus'4  owners  think  they've  been  desert- 
ed and  their  machine  declared  an  orphan.  But  thanks  to  the  co- 
hesiveness  of  computer  owners,  neither  of  those  woiries  is  justi- 
fied. The  700-member  Plus/4  Users  Group  continues  to  be  a 
clearinghouse  for  Plua'4  information,  haixiware  and  software. 
Membership  a^ts  $20  per  year,  and  buys  an  eight-issue  sub- 
scription to  PLUG,  their  professionally  written  newsletter 
Members  may  also  use  the  PLUG  disk  library  for  a  minimal 
copying  and  postage  charge. 

A  recent  issue  of  PLUG  ran  to  12  pages,  including  a  resource 
directory,  software  library  listings,  letters  from  members  and 
classified  ads. 

Tb  join,  send  S20  ($25  outside  US/Canada/Mexico)  to  PLUG, 
Box  1001,  Monterey,  CA  93942,  U.S.A.  (Don't  you  just  love  the 
binary  mailbox?  Why  didn't  I  think  of  that?)  Do  the  overworked 


staff  a  favor:  don't  write  for  information  about  joining;  jus:  join. 
The  information  you  get  will  be  worth  many  times  your  modest 
investment. 
Louis  F.  Sander 
Pittsburgh,  PA 

Sa\ing  receipts:  Whenever  I  buy  a  new  game,  I  keep  the  jslastic 
cover  and  sales  receipt.  I  put  them  in  an  envelope  marked  with 
the  name  of  the  game  they  belong  to.  Then  if  I  need  to  contact 
the  manufacturer,  I  have  all  the  information  about  my  pu:'chase 
right  there  in  one  handy  place.  They  often  ask  for  a  copy  of  the 
original  sales  slip. 
Rodney  Weese 
Hanover,  PA 

I  Software  documentation:  If  the  documentation  on  youi-  com- 
mercial software  seems  poor  or  completely  lacking,  check  the  di- 
rectory on  the  disk.  Sometimes  manufactui-ers  put  the  documen- 
tation directly  on  the  disk  in  a  readable  file,  lb  investigabi  this, 
load  the  directory  and  look  for  files  with  SEQ  after  the  filename. 

These  files  are  sequential  files  and  can  be  read  with  meny 
word  processors  or  with  a  sequential  file  reader  program  such  as 
the  SPRINT  program  provided  on  the  Q-Link  disk. 

Often  the  fdename  will  indicate  just  what  the  SEQ  file  con- 
tains. 

Rebecca  Begky 
Louisville,  KY 

Blitz!  All  programs  compiled  by  this  compiler  start  at  memory 
location  2076.  The  text  strings  from  the  original  BASIC  n;main 
intact,  and  can  be  examined  with  a  machine  language  monitor. 
GeoffBuesirig 
Gahanna,  OH 

Capture:  If  you  have  the  Epyx  Fastload  cartridge  enabled,  your 
Capture  disks  won't  load.  But  if  you  put  this  boot  program  on 
those  disks,  it  will  disable  Fastload  then  load  the  proper  pro- 
grams: 

10  REM  BOOT 

20  POKE  816,165  :  POKE  817,244 

30  LOAD  "BT.*",8,1 
John  Elliott 
Padfka,  CA 


Easy  Script  and  the  MPSIOOO  printer:  There  are  much  better 
ways  of  using  this  printer  than  the  one  in  November's  column. 
The  secret  is  to  use  escape  codes  to  control  the  printer's  built-in 
capabilities.  In  Easy  Script,  escape  codes  are  created  by  pressing 
Fl  then  the  up  arrow  character  then  one  or  more  charactei-s. 
The  characters  are  case  sensitive,  so  be  sure  to  shift  them  when 
called  for  Here  are  the  escape  sequences  to  get  into  and  out  of 
several  modes: 

Emphasized  -  ESC  E  and  ESC  F 

Underiined  -  ESC  -1  and  ESC  -0 

Double  Strike  -  ESC  G  and  ESC  H 

Enlarged  -  ESC  Wl  and  ESC  WO 

12  C.PI.  -  ESC  :  and  ESC  (a 

Near  Letter  Quality  -  ESC  xl  and  ESC  xO 

Superscript  -  ESC  SO  and  ESC  T 

Subscript  -  ESC  SI  and  ESC  T 
Unknown  Contributor 


118    MARCH  1988 


ips  &  Tricks/64  and  128 

Fastload  cartridge,  Tip  I:  It's  only  partially  explained  in  the 
instructions,  but  you  can  use  Fastload  to  automatically  load  and 
run  the  first  program  on  a  disk's  director^',  no  matter  what  it  is. 
If  you  have  many  programs  on  a  disk,  make  the  first  one  a 
menu  program  and  you'll  never  have  to  type  LOAD  and  RUN 
again. 

An  easy  way  to  load  other  BASIC  programs  without  using  a 
menu  is  to  type: 

/PROGRAMNAME*<shiited  RUN/STOP> 
You  have  to  type  the  asterisk,  even  if  you've  typed  the  program 
name  in  full.  Of  course,  you  can  type  only  enough  of  the  pro- 
gram name  to  make  it  unique,  and  the  asterisk  vAW  act  as  a  wild 
card. 

Jack  M.  Hirsch 
RockuiUe,  MD 

Fastload  cartridge,  Tip  II:  Drive  Not  Ready  errors  usually  re- 
sult from  your  disk  door  being  open  or  not  having  a  disk  insert- 
ed. But  sometimes  the  drive  just  decides  not  to  be  ready,  and 
that  can  be  a  real  aggravation.  If  you  get  one  of  these  errors 
while  using  the  Fastload  cartridge,  you  can  usually  correct  it  by 
typing  (a  U;  <RETURN>  or  (f'U  +  <RETURN>.  The  same 
commands  often  work  when  your  diive  is  recalcitrant  in  other 
ways. 
Rickey  Joe 
Palisades  Park,  NJ 

Fastload  cartridge,  Tip  III:  If  you  wish  to  reset  your  computer 
but  keep  Fastload  intact,  enter  the  monitor  by  entering  an  ex- 
clamation point,  then  enter  G  FCE2  at  the  period  prompt. 
PhilBrubaker 
Russell,  NY 

Fastload  and  Hesmon:  The  normal  command  to  enter  Hesmon 
is  SYS64738.  Unfortunately,  this  command  also  disables  Fast- 
load,  lb  enter  Hesmon  without  causing  this  problem,  use  the 
command  SYS36466. 
Dan  Kollmorgen 
O'Fallon,  MO 

Fleet  System  2:  An  undocumented  feature  of  this  program  is  the 
high-speed  cursor  you  can  get  if  you  press  Fl  prior  to  using  the 
cursor  up  or  down  key. 
Scott  A.  Warner 
Bethel  Park,  PA 

Fontmaster.  This  program  lets  you  create  or  modify  typefaces 
and  save  them  to  disk.  Although  Xetec  discourages  it,  these  new 
typefaces  can  be  saved  onto  the  original  Fontmaster  disk,  where 
there  is  plenty  of  room  for  them. 

I  discovered  that  the  original  fonts  cannot  be  changed,  re- 
placed or  erased,  but  that  their  names  can  be  changed.  So  I  used 
the  Fontmaster  commands  to  rename  the  ENGLISH  font  as 
ENGLISHO,  then  saved  my  modified  font  as  ENGLISH.  The  re- 
sult is  that  the  Commodore  F3  command,  which  automatically 
loads  eight  of  the  manufacturer's  fonts,  now  loads  my  ENGLISH 
instead  of  their  ENGLISHO.  When  I  want  to  use  the  original 
version,  I  just  load  it  individually  using  its  new  name. 

By  the  way,  the  Fontmaster  disk  may  have  a  few  typefaces  not 
mentioned  in  the  manual.  Use  the  F8  key  to  find  their  names  so 
they  can  be  loaded  individually. 
Bernard  J.  Sussman 
Washington,  D.C. 


General  Ledger:  Info  Designs  has  created  a  useful  and  low-cost 
accounting  package  here,  but  it  has  a  bug  when  used  with  my 
I  Gemini  lOX  printer  and  Card?  +  G  interface.  Each  report  begins 
1  with  a  line  of  asterisks;  but  with  my  printer  setup,  the  asterisks 
i  are  in  an  expanded  typeface  that  won't  fit  on  a  single  line. 
;      My  solution  is  to  turn  the  printer  off  and  back  on  again  right 
before  printing  a  report. 

I  also  found  that  by  adding  a  line  to  the  boot  program,  I  could 
put  my  interface  into  transparent  mode  by  software.  {Previously, 
I  had  to  set  my  dipswitches  each  time  I  used  a  different  pro- 
gram). The  line  I  added  was: 

12  0PEN4,4,24  :  PRINT#4  :  CL0SE4 

Jim  Berg 
GreenvUle,  SC 

GEOS:  On  booting  GEOS,  the  default  print  driver  is  the  first 
one  on  the  disk.  You  can  make  your  own  driver  the  default  by 
doing  this:  click  the  first  print  driver's  icon  once,  then  go  to  the 
command  bar  and  under  the  FILE  select  the  Rename  option. 

Then  sunply  rename  the  file  to  that  of  your  own  printer's 
print  driver  Since  GEOS  searches  only  for  the  name,  it  will  now 
select  your  printer  as  the  default. 

If  you  have  a  single  disk  drive  and  a  memory  expansion  mod- 
ule, you  have  the  fastest  disk  copying  system  you've  ever  seen. 
Copy  your  source  disk  (from  the  desktop  under  Disk  I  into  your 
expansion  module.  Then  insert  your  destination  disk  and  copy 
the  expansion  module  into  the  physical  disk  drive. 
John Kuhne 
Newmarket,  Ontario 

geo  Write:  lb  get  rid  of  a  troublesome  tab  on  the  ruler,  just  touch 
it  once  with  the  pointer  to  highlight  it,  then  drag  it  beyond  the 
margin  indicated  by  the  M  symbol. 

Tb  avoid  formatting  problems  in  geoWrite  V2.0  -\- ,  always  in- 
sert your  headers  and  footers  before  you  begin.  geoWrite  will  oc- 
casionally botch  headers  inserted  later,  and  when  you  try  to  re- 
format your  document  the  system  will  crash. 
John  Kuhne 
Newmarket,  Ontario 

Koala  Painter  You've  probably  noticed  the  special  symbol  on 
the  fix)nt  of  all  the  Koala  Painter  filenames .  It  represents  the  col- 
or for  orange,  and  can  be  produced  by  holding  down  the  COM- 
MODORE key  and  pressing  the  1  key.  (You  have  to  be  between 
two  quotation  marks,  of  course!)  So  if  you  need  to  access  these 
files  outside  oi  Koala  Painter,  just  make  this  character  the  first 
'  one  in  the  filename. 
Jim  Partin 
Cincinnati,  OH 

Magic  Desk:  If  you  don't  want  to  use  the  joystick  in  port  2  to 
move  the  finger,  you  can  use  these  keys  to  move  it: 

CTRL  A  —  Down 

CTRLD  ^Left 

CTRL  Crsr  Left  — Dovra 
I      CTRL  G  -  Right 

CTRL  J  —Fire  Button 

James  Schnur 

Redington  Beach,  FL  Q 


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Printing  Method 

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Printing  Speed 

200  Characters  Per  Second  Draft 
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Print  Buffer 

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96  Std.  ASCII;  96  NLQ  ASCII  -83  Special  & 

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132  characters  at  12  CPI 
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•Self  Test 

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HOW  TO  ENTER  PROGRAMS 

The  programs  which  appear  in  this 
magazine  have  been  run,  tested  and 
checked  for  bugs  and  errors.  After  a  pro- 
gram is  tested,  it  is  printed  on  a  letter 
quahty  printer  with  some  formatting 
changes.  This  Hsting  is  then  photo- 
graphed directly  and  printed  in  the  maga- 
zine. Using  this  method  ensures  the  most 
error-free  program  listings  possible. 

Whenever  you  see  a  word  inside  brack- 
ets, such  as  IDOWN],  the  word  represents 
a  keystroke  or  series  of  keystrokes  on  the 
keyboard.  The  word  [DOWN|  would  be 
entered  by  pressing  the  cursor-down  key. 
If  multiple  keystrokes  are  required,  the 
number  will  directly  follow  the  word.  For 
example,  [D0WN41  would  mean  to  press 
the  cursor-down  key  four  times.  If  there 
are  multiple  words  within  one  set  of 
brackets,  enter  the  keystrokes  directly 
after  one  another  For  example,  [DOWN, 
RIGHT2]  would  mean  to  press  the  cursor- 
down  key  once  and  then  the  cursor-right 
key  twice.  Note:  Do  not  enter  the  commas. 

In  addition  to  these  graphic  symbols, 
the  keyboard  graphics  are  all  represented 
by  a  word  and  a  letter.  The  word  is  either 
SHFT  or  CMD  and  represents  the  SHIFT 
key  or  the  Commodore  key.  The  letter  is 
one  of  the  letters  on  the  keyboard.  The 
combination  [SHFT  E|  would  be  entered 
by  holding  down  the  SHIFT  key  and 
pressing  the  E,  A  number  following  the 
letter  tells  you  how  many  times  to  type 
the  letter.  For  example,  ISHFT  A4,CMD 
B31  would  mean  to  hold  the  SHIFT  key 
and  press  the  A  four  times,  then  hold 
down  the  Commodore  key  and  press  the     , 
B  three  times. 

The  following  chart  tells  you  the  keys  to 
press  for  any  word  or  woi-ds  inside  of 


brackets.  Refer  to  this  chart  whenever  you 
aren't  sure  what  keys  to  press.  The  little 
graphic  next  to  the  keystrokes  shows  you 
what  you  will  see  on  the  screen. 

SYNTAX  ERROR 

This  is  by  far  the  most  common  error 
encountered  while  entering  a  program. 
Usually  (sorry  folks)  this  means  that  you 
have  typed  something  incorrectly  on  the 
line  the  syntax  error  refers  to.  If  you  get 
the  message  "?Syntax  EiTor  Break  In 
Line  270",  type  LIST  270  and  press 
RETURN.  This  will  list  line  270  to  the 
screen.  Look  for  any  non-obvious  mis- 
takes like  a  zero  in  place  of  an  0  or  vice- 
versa.  Check  for  semicolons  and  colons  re- 
versed and  extra  or  missing  parenthesis. 
All  of  these  things  will  cause  a  syntax 
error. 

There  is  only  one  time  a  syntax  error 
will  tell  you  the  "wrong"  line  to  look  at.  If 
the  line  the  syntax  error  refers  to  has  a 
function  call  (i.e.,  FN  A(3)),  the  syntax 
error  may  be  in  the  line  that  defines  the 
function,  rather  than  the  line  named  in 
the  error  message.  Look  for  a  line  near 
the  beginning  of  the  program  (usually) 
that  has  DEF  FN  A(X)  in  it  with  an  equa- 
tion following  it.  Look  for  a  typo  in  the 
equation  part  of  this  definition. 

ILLEGAL  QUANTITY  ERROR 

This  is  another  common  error  message. 
This  can  also  be  caused  by  a  typing  error, 
but  it  is  a  little  harder  to  find.  Once  again, 
list  the  line  number  that  the  error  mes- 
sage refers  to.  There  is  probably  a  poke 
statement  on  this  line.  If  there  is,  then  the 
error  is  referring  to  what  is  trying  to  be 
poked.  A  number  must  be  in  the  range  of 


■|KOMEr'  =  UNSHIFTED  CLR/ HOME 
n  ■■|CLEAR|"  =  SHIFTEDCLR/HOME 


[3  ■■[D0WN1"='CURS0PD0WN 

n  ■■|UPr  =  CURSOR  UP 
El  ■■|RlGHn"  =  CURSOR  RIGHT 

n  ■|LEFT1"=  CURSOR  LEFT 
Q  ■■|RVS1"  =  C0NTR0L9 

I  ■  PVOFFI "  =  CONTROL  0 
H  ■■|BLACK1-  =  C0NTR0L1 

[1  ■IWHrrEI"  -CONTROL  2 
H  ■|fiEI}l-  =  CONTROL 3 

ri  ■■|CYANr'=C0NTRQL4 


•|PURPLE|"=  CONTROL  5 
Ti   ■lGREENi-  =  C0NTR0L6 


H  ■■IBLUE1"  =  CONTROL  7 

H  ■■[YELL0W|"  =  C0NTR0L8 
n     10RANGEr=  COMMODORE  1 

P  "[BR0WNl'=C0MM0D0flE2 
n-|L  RED|"  =  C0MM0D0RE3 

0  -IGRAYir-  =C0MM0DORE  4 
^  ■■|GRAY21"  =COMMODORE  5 

H  -[L.  GREEN)-  -COMMODORE  6 
Q  ■  |L  BLUEI'' =COMMODORE  7 

H  'IGRAYSl' -COMMODORE  S 

GRAPHIC  SYMBOLS  WILL  BE  REPRESENTED  AS  EITHER  THE  LETTERS 
SHFT  (SHIFT)  AND  A  KEY  ("[SHFT  Q.SHFT  J.SHFT  D.SHFT  S]")  OR  THE 
LETTERS  CMDR  (COMMODORE)  AND  A  KEY  ("ICMDR  Q.CMDR 
G.COMDR  Y.CMDR  H]").  IF  A  SYMBOL  IS  REPEATED,  THE  NUMBER  OF 
REPITITIONS  WILL  BE  DIRECTLY  AFTER  THE  KEY  AND  BEFORE  THE 
COMMA  {"fSPACE3,SHFT  S4,CMDR  MZV). 


B  "iFir=Fi 

J  ■■[F2r'  =  F2 

g''|F31"  =  F3 
0  •■[F-11-=F4 

[|"|F5r  =F5 
fi  ■■(F6r--F6 

|j"lF7r  =F7 
[|-|Fai"=F8 

E]"[P0UND1---ENGUSH 
POUND 
0  ■ISHFT 

ffl-ir 


"  -  P[  SYMBOL 
UP  ARROW 


zero  to  255  to  be  poke-able.  For  ex;imple, 
the  statement  POKE  1024,260  would  pro- 
duce an  illegal  quantitj^  error  because  260 
is  greater  than  255. 

Most  often,  the  value  being  poked  is  a 
variable  ( A,X...).  This  error  is  telling  you 
that  this  variable  is  out  of  range.  If  the 
vaiiable  is  being  read  fi'om  data  state- 
ments, then  the  problem  is  somewhere  in 
the  data  statements,  Check  the  da'a 
statements  for  missing  commas  or  other 
typos. 

If  the  variable  is  not  coming  fix)rn  data 
statements,  then  the  problem  wall  te  a  lit- 
tle harder  to  fmd.  Check  each  line  that 
contains  the  variable  for  typing  mistakes. 

OUT  OF  DATA  ERROR 

This  error  message  is  always  related  to 
the  data  statements  in  a  program.  If  this 
error  occurs,  it  means  that  the  proip-am 
has  run  out  of  data  items  before  it  was 
supposed  to.  It  is  usually  caused  by  a  prob- 
lem or  typo  in  the  data  statements.  Check 
first  to  see  if  you  have  left  out  a  whole  line 
of  data.  Next,  check  for  missing  commas 
between  numbers.  Reading  data  fi-om  a 
page  of  a  magazine  can  be  a  strain  on  the 
brain,  so  use  a  ruler  or  a  piece  of  p,iper  or 
anything  else  to  help  you  keep  track  of 
where  you  are  as  you  enter  the  data. 

OTHER  PROBLEMS 

It  is  important  to  remember  that  the  64 
and  the  PET/CBM  computers  will  only  ac- 
cept a  line  up  to  80  characters  long'.  The 
VIC  20  will  accept  a  line  up  to  88  charac- 
ters long.  Sometimes  you  will  fmd  a  line 
in  a  program  that  i-uns  over  this  number 
of  characters.  This  is  not  a  mistiike  in  the 
listing.  Sometimes  programmers  get  so 
carried  away  ciTmching  programs  that 
they  use  abbreviated  commands  to  get 
more  than  80  (or  88)  characters  on  one 
line.  You  can  enter  these  hnes  by  abbrevi- 
ating the  commands  when  you  entjr  the 
tine.  The  abbreviations  for  BASIC  com- 
mands are  on  pages  133-134  of  the  VIC  20 
user  guide  and  130-131  of  the  Commodore 
64  user's  guide. 

If  you  type  a  line  that  is  longer  than  80 
(or  88)  characters,  the  computer  will  act  as 
if  everything  is  ok,  until  you  press  RE- 
TURN. Then,  a  syntax  eiTor  will  bj  dis- 
played (without  a  line  number).  Many 
people  write  that  the  computer  gives  them 
a  syntax  error  when  they  tj^pe  the  '.ine,  or 
that  the  computer  refuses  to  accept  a  line. 
Both  of  these  problems  are  results  of  tvp- 
ing  a  line  of  more  than  80  (or  88)  charac- 
ters. 


124     MARCH  1988 


low  to  Enter  Programs^ 
THE  PROGRAM  WON'T  RUN!! 

This  is  the  hardest  of  problems  to  i"e- 
solve;  no  error  message  is  displayed,  but 
the  program  just  doesn't  run.  This  can  be 
caused  by  many  small  mistakes  typing  a 
program  in.  Firet  check  that  the  program 
was  written  for  the  computer  you  are  us- 
ing, Check  to  see  if  you  have  left  out  any 
lines  of  the  pi-ogi-am.  Check  each  line  of 
the  program  for  tj-pos  or  missing  pai-ts.  Fi- 
nally, press  the  RUN/STOP  key  while  the 
program  is  "running".  Write  down  the  line 
the  program  broke  at  and  try  to  follow  the 
program  backwards  from  this  point,  look- 
ing for  problems. 

IF  ALL  ELSE  FAILS 

You've  come  to  the  end  of  your  rope. 


You  can't  get  the  progi'am  to  nm  and  you 
can't  find  any  errors  in  your  tj'ping.  What 
do  you  do?  As  always,  we  suggest  that  you 
try  a  local  user  group  for  help.  In  a  group 
of  even  just  a  dozen  members,  someone  is 
bound  to  have  typed  in  the  .same  program. 
The  user  group  may  also  have  the  pro- 
gram on  a  library  disk  and  be  willing  to 
make  a  copy  for  you. 

If  you  do  get  a  working  copy,  be  sure  to 
compare  it  to  your  own  vereion  so  that  you 
can  !eam  fi'om  your  en-ors  and  increase 
you  understanding  of  programming. 

If  you  live  in  the  country,  don't  have  a 
local  user  group,  or  you  simply  can't  get 
any  help,  write  to  us.  If  you  do  write  to  us, 
include  the  following  information  about 
the  progi'am  you  are  having  problems 
with: 


I 


The  name  of  the  program 
The  issue  of  the  magazine  it  was  in 
The  computer  you  are  using 
Any  error  messages  and  the  line 

numbers 
Anything  displayed  on  the  screen 
A  printout  of  your  listing  (if 

possible) 
All  of  this  information  is  helpful  in  an- 
swering your  questions  about  why  a  pro- 
gram doesn't  work.  A  letter  that  .simply 
states  "I  get  an  error  in  line  250  whenever 
I  run  the  program''  doesn't  give  us  much 
to  go  on.  Send  your  questions  to: 
Commodorv  Magazine 

1200  Wilson  Dinve 

West  Chester,  PA  19380 

ATTN:  Program  Problem 

Have  fun  with  the  programs!  B 


HOW  TO  USE  THE  MAGAZINE  ENTRY  PROGRAMS' 


The  Magazine  Entry  Programs  on  the 
next  pages  are  two  BASIC  machine 
language  progi'ams  that  will  assist  you  in 
entering  the  programs  in  this  magazine 
correctly.  There  are  versions  for  both  the 
Commodore  64  and  the  Commodore  128. 
Once  the  program  is  in  place,  it  works  its 
magic  without  you  having  to  do  anything 
else.  The  program  will  not  let  you  enter  a 
line  if  there  is  a  typing  mistake  on  it,  and 
better  yet,  it  identifies  the  kind  of  en-or  for 
you. 

Getting  Started 

Type  in  the  Magazine  Entry  Program 
carefully  and  save  it  as  you  go  along  (just 
in  case).  Once  the  whole  program  is  typed 
in,  save  it  again  on  tape  or  disk.  Now 
RUN  the  program.  The  word  POKING 
will  appear  on  the  top  of  the  screen  with  a 
number.  The  number  will  increment  from 
49152  up  to  49900  (4864-5545  on  the  128) 
and  just  lets  you  know  that  the  program  is 
running.  If  everything  is  ok,  the  progi'am 
will  finish  running  and  say  DONE.  Then 
type  NEW.  If  there  is  a  problem  with  the 
data  statements,  the  progi^am  v-nll  tell  you 
where  to  find  the  problem.  Otherwise  the 
program  will  say  "mistake  in  data  state- 
ments." Check  to  see  if  commas  are  miss- 
ing, or  if  you  have  used  periods  instead  of 
commas.  Also  check  the  individual  data 
items. 

Once  the  progi'am  has  mn,  it  is  in 
memorv  readv  to  go.  To  activate  the  pro- 
gram ty-pe  SYS49152  (SYS4864  on  the 
128),  and  press  RETURN.  You  are  now 
ready  to  enter  the  progi-ams  fixim  the 
magazine.  To  disable  the  Entrv  Program, 
just  type  KILL  [RETURN]  on  the  64  or 


SYS4867  on  the  128. 

The  checksums  for  each  line  are  the 
same  for  both  the  64  and  128,  so  you  can 
enter  your  64  programs  on  the  128  if  you'd 
like. 

T\T)ing  the  Programs 

All  the  BASIC  program  listings  in  this 
magazine  that  are  for  the  64  or  128  have 
an  apostrophe  followed  by  four  letters  at 
the  end  of  the  line  (e.g.,  'ACDF).  If  you 
plan  to  use  the  Magazine  Enti^  Pixigram 
to  enter  your  programs,  the  apostrophe 
and  letters  should  be  entered  along  with 
the  rest  of  the  line.  This  is  a  checksum 
that  the  Magazine  Enti'y  FVogram  uses. 

Enter  the  line  and  the  letters  at  the  end 
and  then  press  RETURN,  just  as  you  nor- 
mally would. 

If  the  line  is  entered  correctly,  a  bell  is 
sounded  and  the  line  is  entered  into  the 
computer's  memory  (without  the  cbai-ac- 
tfirsattheendt. 

If  a  mistake  was  made  while  entering 
the  line,  a  noise  is  sounded  and  an  error 
message  is  displayed.  Read  the  eiTor  mes- 
sage, then  press  any  key  to  erase  the  mes- 
sage and  correct  the  line. 

IMPORTANT 

If  the  Magazine  Entry  Program  sees  a 
mistake  on  a  line,  it  does  not  enter  that 
line  into  memoi-y.  This  makes  it  impossi- 
ble to  enter  a  line  incon-ectly. 

Error  Messages  and 
What  They  Mean 

There  are  five  error  messages  that  the 
Magazine  Entry  Program  uses.  Here  they 
are,  along  with  what  they  mean  and  how 


to  fix  them. 

NO  CHECKSUM:  This  means  that  you 
forgot  to  enter  the  apostrophe  and  the  four 
letters  at  the  end  of  the  line.  Move  the 
cursor  to  the  end  of  the  line  you  just  typed 
and  enter  the  checksum. 

QUOTE:  This  means  that  you  forgot  (or 
added)  a  quote  mark  somewhere  in  the 
line.  Check  the  line  in  the  magazine  and 
con^ect  the  quote. 

KE\'A\'ORI):  This  means  that  you  have 
either  forgotten  a  command  or  spelled  one 
of  the  BASIC  keywords  (GOTO, 
PRINT. . )  incorrectly.  Check  the  line  in 
the  magazine  again  and  check  your  spell- 
ing. 

#  OF  CH.\RACTERS:  This  means 
that  you  have  either  entered  extra  charac- 
ters or  missed  some  characters.  Check  the 
line  in  the  magazine  again.  This  error 
message  will  also  occur  if  you  misspell  a 
BASIC  command,  but  create  another 
keyword  in  doing  so.  For  example,  if  you 
misspell  PRINT  as  PRONT,  the  64  sees 
the  letter  P  and  R,  the  BASIC  keyword 
ON  and  then  the  letter  T.  Because  it  sees 
the  keyword  ON,  it  thinks  you've  got  too 
many  characters,  instead  of  a  simple  mis- 
spelling. Check  spelling  of  BASIC  com- 
mands if  you  can't  find  anything  else 
wrong. 

UNn)ENTIF!EI):  This  means  that  you 
have  either  made  a  simple  spelling  error, 
you  typed  the  wTong  line  number,  or  you 
typed  the  checksum  incorrectly.  Spelling 
errors  could  be  the  wrong  number  of 
spaces  inside  quotes,  a  variable  spelled 
wrong,  or  a  word  misspelled.  Check  the 
line  in  the  magazine  again  and  correct  the 
mistake.  B 


COMMODORE  MA3AZINE     125 


Magazine  Entry  Program — 64' 


The  Magazine  Entry  Programs  are  available  on  disk,  along  wilh  other  programs  in  this 
magazine,  for  $9.95.  To  order,  contacl  Loadslar  at  1-800-83 1  -2694, 


10  PRINT" [CLEAR] POKING  -"; 

20  P  =  49152  :REM  $C00ef   (END  AT 

49900/$C2EC) 
30  READ  A5:IF  A$="END"THEN  110 
40  L=ASC(MID$(A$,2,1) ) 
50  H=ASC(MID$(A$,1,1) ) 
60  L=L-48:IF  L>9  THEN  L=L-7 
70  H=H-48:1F  H>9  THEN  H=H-7 
80  PRINT" [HOME, RIGHT12] "P; 

90  IF  H>15  OR  L>15  THEN  PRINT 
:PRINT"DATA  ERROR  IN  LINE"; 
1000+INT{ (P-49152)/8) :STOP 
100  B=H*16+L:P0KE  P,B :T=T+B: P=P+1 

:GOTO  30 
110  IF  TO86200  THEN  PRINT 

:PRINT"MISTAKE  IN  DATA  — >  CHECK 
DATA  STATEMENTS" :END 


120  PRINT 

1000 

DATA 

1001 

DATA 

1002 

DATA 

1003 

DATA 

1004 

DATA 

1005 

DATA 

1006 

DATA 

1007 

DATA 

1008 

DATA 

1009 

DATA 

1010 

DATA 

1011 

DATA 

1012 

DATA 

1013 

DATA 

1014 

DATA 

1015 

DATA 

1016 

DATA 

1017 

DATA 

1018 

DATA 

1019 

DATA 

1020 

DATA 

1021 

DATA 

1022 

DATA 

1023 

DATA 

1024 

DATA 

1025 

DATA 

1026 

DATA 

1027 

DATA 

1028 

DATA 

1029 

DATA 

1030 

DATA 

1031 

DATA 

1032 

DATA 

"DONE" TEN 

4C,1F,C0 
00,00,00 
CI, 27, CI 
C1,EA,EA 
05,BD,19 
F8, 60,60 
D9,04,C1 
A0,05,B9 
88,10,F7 
4C,EF,C0 
7B,4C,79 
A5,7A,C9 
C9,01,D0 
00,02,20 
00,4C,A9 
C9,3A,10 
C8,B1,7A 
D0,F7,B1 
7A,F0,37 
03,C0,8D 
69,00,80 
18,60,05 
03,EE,06 
CE,C1,18 
C0,90,03 
C0,60,0A 
FB,B9,10 
A9,12,20 
06,20,02 
BC,C2,20 
18,B9,08 
10,F7,68 
02,40,74 


D 

,00,00, 
,00,00, 
,2F,C1, 
,EA,4C, 
,C0,95, 
,A0,03, 
,D0,F5, 
,A2,E3, 
,A9,00, 
,E6,7A, 
,00,A5, 
,FF,D0, 
,E7,20, 
,74,C0, 
,C1,C9, 
,02,38, 
,C9,20, 
,7A,60, 
,C9,22, 
,03,C0, 
,04,C0, 
,C0,8D, 
,C0,EE, 
,6D,08, 
,EE,07, 
,A8,B9, 
,C0,85, 
,D2,FF, 
,FF,C8, 
,E4,FF, 
,01,20, 
,68, A9, 
,A4,4B, 


00,00,00 
00,00,21 
3F,C1,4C 
54,C0,A2 
73,CA,10 
B9, 00,02 
88,10,F5 
99,73,00 
8D,18,D4 
D0,02,E6 
9D,F0,F3 
ED,A5,7B 
2B,C0,AD 
90,DC,A0 
30,30,06 
60,18,60 
D0,03,C8 
18,C8,B1 
F0,F5,6D 
AD,04,C0 
4C,8E,C0 
05,C0,90 
09,C0,4C 
C0,8D,08 
C0,EE,0A 
0F,C0,85 
FO,A0,00 
B1,FB,F0 
D0,F6,20 
F0,FB,A0 
D2,FF,88 
00,80,00 
49,40,40 


1033 

DATA 

1034 

DATA 

1035 

DATA 

1036 

DATA 

1037 

DATA 

1038 

DATA 

1039 

DATA 

1040 

DATA 

1041 

DATA 

1042 

DATA 

1043 

DATA 

1044 

DATA 

1045 

DATA 

1046 

DATA 

1047 

DATA 

1048 

DATA 

1049 

DATA 

1050 

DATA 

1051 

DATA 

1052 

DATA 

1053 

DATA 

1054 

DATA 

1055 

DATA 

1056 

DATA 

1057 

DATA 

1058 

DATA 

1059 

DATA 

1060 

DATA 

1061 

DATA 

1062 

DATA 

1063 

DATA 

1064 

DATA 

1065 

DATA 

1066 

DATA 

1067 

DATA 

1068 

DATA 

1069 

DATA 

1070 

DATA 

1071 

DATA 

1072 

DATA 

1073 

DATA 

1074 

DATA 

1075 

DATA 

1076 

DATA 

1077 

DATA 

1078 

DATA 

1079 

DATA 

1080 

DATA 

1081 

DATA 

1082 

DATA 

1083 

DATA 

1084 

DATA 

1085 

DATA 

1086 

DATA 

1087 

DATA 

1088 

DATA 

1089 

DATA 

1090 

DATA 

1091 

DATA 

1092 

DATA 

1093 

DATA 

91,91,00,20,20,20,20,20 
20,20,20,20,20,20,20,20 
20,20,20,20,20,20,20,91 
0D, 51, 55, 4F, 54, 45,00,46 
45, 59, 57, 4F, 52, 44, 00, 23 
20, 4F, 46, 20, 43, 48, 41, 52 
41,43,54,45,52,53,00,55 
4E, 49, 44, 45, 4E, 54, 49, 46 
49,45,44,00,4E,4F,20,43 
48,45,43,48,53,55,40,00 
C8,B1,7A,D0,FB,84,FD,C0 
09, 10, 03, 4C, 84, CI, 88, 88 
88,88,88,B1,7A,C9,27,D0 
13,A9,00,91,7A,C8,A2,00 
B1,7A,9D,3C,03,O8,E8,E0 
04,D0,F5,60,A9,04,4C,CA 

C0,A0, 00, 89,00,02,99, 40 
03,F0,F0,C8,D0,F5,A0,00 
B9,40,03,F0,E6,99,00,02 
08, 00, F5, 20, 96, CI, 4C, 12 
C2, A0, 09, A9, 00, 9  9,03,00 

8D,3C,03,8  8,10,F7,A9,80 
85, 02, A0, 00, 20, 58, 01, 20 
8 9, CI, 20, ED, CI, E6, 7 A, E6 
7B,20,7C,A5,A0,00,20,80 
C0,F0,O0,24,02,F0,06,4C 
A8,C0,4C,CE,C1,C9,22,O0 
0 6,  20, 3D, 00, 40, CE, CI, 20 
BA,C0,4O,CE,C1,A0,00,B9 
00, 02, 20, 7 4, 00, 08, 90, 0A 
13,6D,07,C0,8O,07,C0,4C 
EF,C1,88,A2,00,B9,00,02 
9D,00,02,F0,04,E8,C8,D0 
F4, 60, 18, AD, 09, 00,6  9,41 
80, 09, 00, 38, AD, 0A, 00, E9 
19,90,06,8D,0A,C0,4C,1C 

02, AD, 0A, 00, 69, 41, 80, 0A 
C0, AD, 0  3, 00, 60,0 5, C0, 48 
AO,04,C0,6D,06,C0,8D,0C 
00, 68, 60,08,00, 80, 0B, 00 
AD,0C,C0,6D,07,C0,8O,0C 

C0,38,E9,19,90,06,8D,0C 
C0, 40, 52, 02, AD, 00,00,69 
41,8O,0C,C0,AD,0B,O0,E9 
19, 90, 06, 80,  0B, 00, 40, 67 
02, AD, 0B, 00, 6 9, 41, 80, 0B 

C0,A0,0i,AO,09,C0,CD,3C 
03, 00,20,08, AD, 0A,C0, CD 
3D, 03, 00, 17, C8, AD, 0B, 00 
OD,3E,03,D0,0E,AD,0C,C0 
CD, 3F, 03, 00, 06, 20, CC, 02 

40, 4B, 00, 98,4  8,68, 4C,CA 

00, A9, 20, 80, 00, 04,80,01 
D4,A9,09,8D,0  5,O4,A9,0F 
8D,18,D4,60,20,A9,C2,A9 
81, 20, DF, 02, A9, 80, 20, OF 

C2,4C,D9,C2,20,A9,O2,A9 
11,20,DF,C2,A9,10,20,DF 
02, A9, 00,80,0  4, 04,60,80 
04,D4,A2,70,A0,00,88,D0 
FD,CA,D0,FA,60,END 


(liRIf) 


126  MARCH  1988 


Magazine  Entry  Program— 128 

0 

1038 

DATA 

45,44,00,4E,4F,20,43,48 

5    TRAP    2  0 

1039 

DATA 

45, 43, 4B, 53, 55, 40, 00, 08 

10    PRINT" 

[CLEAR] POKING    -"; 

1040 

DATA 

B1,3D,D0,FB,98,30,04,O9 

20    P 

=  4864 

:REM    $1300        (END    AT 

1041 

DATA 

06, 30, IE, 88, 88, 88, 88, 88 

5545/S15A9> 

1042 

DATA 

B1,3D,O9,27,D0,13,A9,00 

30    READ    AS: IF    AS="END"THEN    110 

1043 

DATA 

91,3D,C8,A2,00,B1,3D,9D 

80    PRINT" 

[H0ME,RIGHT12] "P; 

1044 

DATA 

00,0B,C8,E8,E0,04,D0,F5 

100 

B=DEC(AS) :POKE    P . B : T=T+B: P=P+1 

■T         f         *         r                      r                       W    **^     t 

:GOTO 

30 

1045 

DATA 

60,4C,5C,15,4C,C5,14,A0 

1046 

DATA 

09, A9, 00, 99, 06, 13, 80, 00 

110 

IF    T059382    THEN    PRINT 
:PRINT"MISTAKE    IN    DATA    — >    CHECK 

1047 

DATA 

0B,B8,10,F7,A9,80,85,FD 

1048 

DATA 

A0,00,20,3F,14,20,AE,14 

DATA    STATEMENTS" : END 

1049 

DATA 

20,0D,4  3,84,FA,A0,PF,20 

1000 

DATA 

4C, IE, 13,40, 3A, 13,00,0  0 

1050 

DATA 

67,13,F0,D8,24,FD,F0,06 

1001 

DATA 

8E, 00, F7, 00, 42, 41, 51, 57 

1051 

DATA 

20,8F,13,4C,8F,14,O9,22 

1002 

DATA 

0D,00,0D,43,08,14,0E,14 

J                  J-          -»-    J      -■   '■^   ^    -*,-   «»     |r    m^         A    ^        -^^     «0-    ^   ^tf  m^ 

1052 

DATA 

00,06,20,74, 13,40, 8F, 14 

1003 

DATA 

16, 14, 26, 14, 33, 14, A9, 00 

1053 

DATA 

20,9F,13,4O,8F,14,A0,00 

1004 

DATA 

8D, 00, FF, AD, 04, 03,80,12 

-^   f-—  ^j^—   r          '  "-^  f      m^      ^      g       tj    «^   ^  >^  t^  M      yt  4« 

1054 

DATA 

B9, 00, 02, 20, 5B, 13, 08,90 

1005 

DATA 

13, AD, 05, 03, BD, 13, 13. A2 

'^t^^'-'f'^'^^f'-'-Ji^^i-'f-^-jfitm-jf  n  £• 

1055 

DATA 

0A,18,6D,0A,13,8D,0A,13 

1006 

DATA 

4A,A0, 13, 8E, 04, 03,80,05 

■="*'"y*—  •*  f      -^    ^  f      ^-^    ^—  ^   **'   ■*  g      "^  *w*^  ^     >f»  '^w  ^     %J    1^ 

1056 

DATA 

4C,B0,14,88,60,18,AO,0C 

1007 

DATA 

03, 60, AD, 12, 13, 8D, 04, 03 

-^-—  p   —.  ^jw-  ^—  ^     ^_  ^_i  J,  .pv  ^^  g     ^^   Bi^  f    *j      ^     ^     m^   *^ 

1057 

DATA 

13, 69, 41, 80, 00,13, 38, AD 

1008 
1009 

DATA 

AD, 13, 13, 80,05,03, 60, 60 
12,13,A5,7F,D0,F9,AD,00 

1058 

DATA 

0D, 13, E9, 19,90,06,80,00 

DATA 

*   ■■■  *^      f                                 F              W      ^^      IIP       f      imm       ^        ^     ^    ^   k^-  f       ^^     »^ 

1059 

DATA 

13, 40, OF, 14, AD, 00, 13, 69 

1010 

DATA 

02,20,5B,13,90,F1,A0,00 

¥                           t                          T                          9                          W                          w                -^   ^   —  — 

1011 

DATA 

4C,6F,14,C9,30,30,06,C9 

1060 

DATA 

41, 8D, 00, 13, AD, 06,13,60 

1061 

DATA 

08, 13, 48, AD, 07, 13, 60, 09 

1012 

DATA 

3A, 10, 02, 38, 60, 18, 60, C8 

9                   ^                   r                   f                   r                   r     —  ^  ^  —  — - 

1062 

DATA 

13,8D,0F,13,6  8,6D,0B,13 

1013 

DATA 

Bl, 3D, C9, 2 0,D0, 03,08,00 

1063 

DATA 

8O,0E,13,AD,0F,13,6D,0A 

1014 

DATA 

F7,B1, 3D, 60,18,08, 31, 3D 

1064 

DATA 

13, 80, 0F, 13, 38, E9, 19, 90 

1015 

DATA 

F0,35,C9,22,F0,F5,6D,06 

1065 

DATA 

06,8D,0F,13,4C,05,15,AD 

1016 

DATA 

13,8D,06,13,AD,07,13,69 

1066 

DATA 

0F, 13, 69, 41, 80, 0F, 13, AD 

1017 

DATA 

00. 8D, 07, 13, 4C, 75. 13, 18 

ijT    U     f      ^-/   l^    f     JJ      1       f      .^    ,J     f     ~X  ■'.^     f       I'^fJn-Jf^\J 

1067 

DATA 

0E,13,E9,19,90,06,8D,0E 

1018 

DATA 

6D, 08, 13, 80, 08, 13, 90, 03 

1068 

DATA 

13, 40, lA, 15, AD, 0E, 13, 69 

1019 

DATA 

EE, 09, 13, BE, 00,13, 60, 18 

1069 

DATA 

41, 80, 0E, 13, A0, 01, AD, 00 

1020 

DATA 

6D,0B,13,8D,0B,13,90,03 

1070 

DATA 

13, 00,00,08, 00,20,08, AD 

1021 

DATA 

EE, 0A, 13, EE, 00,13,60,0 A 

1071 

DATA 

0D, 1 3, CD, 01, 0B, 00,17,08 

1022 

DATA 

A8,B9,14,13,85,FB,B9,15 

1072 

DATA 

AO,0E,13,OD,02,0B,O0,0E 

1023 

DATA 

13,85,FC,A0,00,8O,00,FF 

1073 

DATA 

AD, 0F, 13, CO, 03, 0B, 00, 06 

1024 

DATA 

A9,12,20,D2,FF,B1,FB,F0 

1074 

DATA 

20,89, 15, A4, FA, 60, 98, 48 

1025 

DATA 

06,20,D2,FF,C8,D0,F6,20 

1075 

DATA 

68,4C,AF,13,A9,04,4C,AP 

1026 

DATA 

79,15,20,A3,15,20,E4,FF 

1076 

DATA 

13,A9,00,8D,0  0,FF,A9,20 

1027 

DATA 

F0,FB,A0,1B,B9,EF,13,20 

1077 

DATA 

80, 00, 04, 80, 01, 04, A9, 09 

1028 

DATA 

D2,FF,88,10,F7,68,6B,A9 

1078 

DATA 

8D,0  5,D4,A9,0F,8D,18,D4 

1029 

DATA 

00, 80,00,02, 40, B7, 40, 91 

1079 

DATA 

60, 20, 61, 15, A9, 81, 20, 90 

1030 

DATA 

91,00,20,20,20,20,20,20 

1080 

DATA 

15, A9, 80,20,90, 15, 40, 96 

1031 

DATA 

20,20,20,20,20,20,20,20 

1081 

DATA 

15, 20, 61, 15, A9, 11, 20, 90 

1032 

DATA 

20,20,20,20,20,20,91,00 

1082 

DATA 

15,A9,10,20,9C,15,A9,00 

1033 

DATA 

51, 55, 4F, 54, 45,00,46,45 

1083 

DATA 

8D,04,O4,60,8D,04,D4,A2 

1034 

DATA 

59, 57, 4F, 52, 44, 00, 23, 20 

1084 

DATA 

70,A0,00,88,D0,FD,CA,D0 

1035 

DATA 

4F, 46, 20, 43, 48, 41, 52, 41 

1085 

DATA 

FA, 60, END 

1036 

DATA 

43, 54,45, 52, 53, 00, 55, 4E 

1037 

DATA 

49, 44, 45, 4E, 54, 49, 46, 49 

iMnm 

COMMODORE  MASAZINE     127 


Technical  Tips/Connecting  Modems  Directly 

Continued  from  pg.  81 

2.  Most  software  lets  you  select  half  duplex  or  fall  duplex  oper- 
ation. In  half  duplex,  what  you  type  on  one  computer  is  dis- 
played on  both  sci-eens.  In  fiill  duplex,  what  you  type  on  one 
computer  is  displayed  on  the  other  computer's  screen.  If  you  get 

"double  typing",  switch  it  to  full  duplex  operation. 

3.  If  you  seem  to  be  communicating,  but  with  gai'bled  trans- 
missions, double  check  the  communications  parameters  referred 
to  in  Step  4  at  the  start  of  this  aiticle. 

4.  If  a  transferred  file  has  its  upper  and  lower  case  letters  re- 
versed, one  of  your  computers  is  probably  using  PETASCII 
(Commodore's  modified  ASCII  codel,  and  one  is  using  standai'd 
ASCn.  Youi-  communications  softwai-e  probably  has  a  setting 
that  will  convert  one  to  the  other 

5.  In  data  communications,  it's  common  for  the  cursor  to  re- 
turn to  the  beginning  of  a  line  without  moving  downwaj'd.  If 
that  happens,  you  need  to  send  a  line  feed  chai-acter  whenever 
you  send  a  RETURN.  Most  commercial  software  has  settings 
that  can  do  that  automatically- 

Well,  readers,  that's  the  stoiy  on  Ma  Sander  If  you  know  youi- 
data  communications,  you  know  that  an  RS232  cable  and  direct- 
connect  software  will  do  her  job  just  as  well,  and  probably  at  a 
faster  rate.  But  she  does  it  at  a  lot  lower  cost  and  with  a  lot 
greater  sense  of  accomplishment.  g 


ADVERTISERS  INDEX 


Tips  &  Tricks/Amiga 

Continued  from  page  16 

On  the  TECHNICAL  Side . . .  If  you're  the  owner  of  an  older 
Amiga  1000,  (Pre-summer  1986)  then  you  may  be  faced  with  a 
dilemma  if  you  attempt  to  place  more  than  one  peripheral  on 
your  ex*pansion  bus.  Many  people  have  suggested  ways  to  solve 
a  problem  that  has  been  related  to  the  PAL  chips  on  the  daugh- 
terboard inside  the  1000.  One  of  the  leading  answere  was  to  or- 
der a  set  of  replacement  PALs  fi-om  Commodore  or  some  other 
supplier  and  exchange  them  for  the  existing  PALs.  This  seemed 
to  work  fine,  and  a  lot  of  PALs  were  sold  and  a  lot  of  technicians 
got  paid  for  the  exchange  work. 

liiere's  a  simplei-  and  less  expensive  way  aixiund  this  prob- 
lem, however.  It  isn't  for  the  weak  of  heart  and  i-equii'es  good  sol- 
dering skills.  If  you  feel  you  can  do  it,  remove  the  daughterboard 
fkim  youi- 1000  (The  small  boai'd  attached  upside-down  on  the 
motherboard — it's  out  of  warranty  now,  anyway).  You  can  fix  the 
problem  (which  seems  to  be  an  electronically  noisy  solder  job)  by 
connecting  any  small  (24  gauge  or  smaller)  wire  between  all  of 
the  PAL  chips  at  pin  10  and  then  continuing  this  wire  to  a 
ground  point.  I  used  wire  wrap  wire  fi^om  Radio  Shack,  and  I've 
had  no  problems  since.  If  you  have  any  doubts  about  doing  this, 
don't!  The  cost  at  an  authorized  service  center  shouldn't  be  more 
than  an  hour  of  labor.  If  you  feel  confident,  but  ai-e  cuiious  as  to 
which  pin  is  number  10,  look  at  the  top  of  the  chip — count  from 
the  dent  (or  dot  in  some  instances)  in  a  counter-clockwise 
direction. 

It  seems  that  the  problem  is  in  a  weak  gix)und  in  the  PAL  cir- 
cuitiy.  By  connecting  them  all  together,  you  sti-engthen  this 
giTound  and  i-educe  the  amount  of  elech-onic  noise.  The  same 
thing  was  happening  when  the  technicians  were  resoldering 
your  new  PALs,  the  answer  just  wasn't  obvious.  The  only  way  to 
know  if  this  applies  to  you  is  to  attempt  to  install  more  than  one 
expansion  device  and  see  if  you  get  a  visit  from  the  GURU! 
Eric  Spencer 
Encinitas,  CA  m 


Advertiser 

Reader 

Response 

No. 

Paje 
NC. 

Abacus  Software 

1 

39,47 

Action  Soft 

2 

21 

Adams  Software 

3 

107 

Aegis  Development 

4 

40,41 

Berkeley  Softworlis 

5 

18,19.26,27 

Brantford  Educational  Service 

t 

91 

Briwall 

6 

51,5:J 

C.O.M.B.  Company 

+ 

6;) 

Ctieatstieet  Producis 

7 

7)> 

Cinema  ware 

8 

5,35 

CompuServe 

9 

IS 

Computer  Boot*  Club 

10 

4!) 

Computer  Direct  (Protecto) 

11    120,121,122,12:1 

Electronic  Arts 

12 

2S,37,C'I 

Ennon  Corporaton 

13 

43 

Epyx,  Inc. 

14 

29 

Firebird  ticensees 

15 

» 

Free  Spirit  Software 

16 

9!) 

Halix  Institute 

* 

Ill 

Ketek 

17 

103 

Loodstar 

18 

C2 

Logical  Designer  Works 

19 

2;i 

l^icrolllusions 

20 

C3 

lyiicroProse 

21 

i;i 

lyiicrosoft  Press 

22 

45 

lyidwest  Software 

23 

10S 

MindsCQpe 

+ 

1,11 

Montgomery  Grant 

24 

5{> 

NRI/McGraw  Hill 

* 

17 

Pro-Tec  ti-Tronics 

25 

61 

Quontum  Computer  Services 

26 

32,33 

S&SWtiolesQiers 

27 

5S 

Self-Help  Legal  Services 

28 

109 

Son  Byte 

29 

64 

Strategic  Simulations 

30 

2 

SubLogic  Corporation 

31 

31 

Superior  Microsystems 

32 

111 

Tevex 

33 

57 

Tussey  Computer  Products 

34 

6,7 

Xetec 

35 

105 

•No  Reader  t^esponse  t^umber  given  at  Advertiser's  Request. 


128    MARCH  1988 


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